The long-overdue release blog for the CGF visual scripting system. Discussing the state of CGF and what it can be used for.
Author Lukas Joergensen Date 04/03/2014 (4:31 am) Comment 6 comments
Most of you asked for it, now it is here. My 37 piece sound pack with 1-2 samples from each of the packs I have released since 2003. This also is one of the last packs I will be releasing as we are going a new direction with our sounds... read about it now!
Author Will Zettler Date 04/02/2014 (7:38 pm) Comment 3 comments
The AutoPatcher can be used to distribute your software, regardless of what language or 3rd Party tools you have used in development, to your customers Windows machines
Author Paul Yoskowitz Date 04/02/2014 (1:45 pm) Comment 0 comments
Responding to Eric's shout at a challenge of testing the Android port for T2D. This blog will focus on creating a game and try it out on my Droid DNA.
Author JesseL Date 04/01/2014 (2:19 pm) Comment 6 comments
It has been a little while since the last official update regarding the 3.0 release of Torque 2D. 3.0 is getting closer and closer to release but development has been rather slow. Before we dive into the major features of 3.0 and the remaining work the Steering Committee wanted to give a huge shout out and thanks to the following people for contributing to Torque 2D.
Author Michael Perry Date 04/01/2014 (9:44 am) Comment 21 comments
Forester Pro is a tree and plant model generator for Torque3D. We've just released version 1.24 which features new optimization features to allow produced models to be tailored to your specific application.
Author Matthew Genge Date 03/31/2014 (2:14 pm) Comment 16 comments
Talking about Entities. Components. You know. Important stuff. Oh, right 100 character limit. *cough* Blah blah blah blah blah blah blah.
Author Jeff Raab Date 03/30/2014 (4:52 am) Comment 11 comments
It was made aware to me that my tutorials did not go over how to merge the Free Start Art Pack into the full template to get this working.
Author Kevin Mitchell Date 03/29/2014 (8:49 pm) Comment 1 comments
While I was developing Re-Spawn (not that I have stopped, but that is beside the point) I started coming across various needs for the game that were not necessarily covered by the game engine itself. Things like master servers, license keys, achievements, and other standard game features; obviously the game engine is there to help you make a game and I wouldn't expect the game engine to provide me with these and so I started working on my own services that would eventually become Game Flow.
Author Quinton Delpeche Date 03/28/2014 (1:13 am) Comment 10 comments
A couple of bug fixes, and a major new feature: water detection! No videos this time, but there's a rather dashing image.
Author Daniel Buckmaster Date 03/28/2014 (1:05 am) Comment 10 comments








