Torque 2D is a great engine that creates a faster development cycle. It does this by having many secrets that may go unnoticed. In this post I give the top #6 tutorials that may have gone unnoticed.
Author Kevin OFlaherty Date 01/15/2013 (1:20 pm) Comment 5 comments
This is a very large kit 440MB or so. Twelve mission files have been added, several of them demostrating different sunsets, cloudy days and other atmospherics and more...
Author JR Wilde Date 01/14/2013 (9:26 pm) Comment 3 comments
A bit of a status report on the upcoming Tactical AI Kit update. We've got a lot in this blog folks, screenshot and video heavy!
Author Bryce Date 01/13/2013 (8:45 pm) Comment 42 comments
The beta is comming on Monday; I've added new terrains and river to round it out. I had forgotten that I had a river buried somewhere. That triggered several ideas that I felt I needed to express. There are some new images of things I've not shown before; atmospherics, terrain materials and so on.
Author JR Wilde Date 01/13/2013 (1:16 am) Comment 0 comments
Well, after seeing some great support for this potential pack idea of mine, I've decided to simply go for it! An thus, MAP is born!
Author Robert Fritzen Date 01/12/2013 (9:50 am) Comment 11 comments
Nothing Torque-related this time folks, instead it's an update on how I'm spending my free time this Southern Summer.
Author Daniel Buckmaster Date 01/11/2013 (12:46 am) Comment 3 comments
A couple of bits and pieces from the greatest game about city building and slime fighting ever made.
Author Weston Tracy Date 01/10/2013 (5:04 pm) Comment 4 comments
We have added some new perks to the campaign to port Torque 3D to Linux! Now consultation, art packs, and boot camps are part of the deal!
Author David Montgomery-Blake Date 01/10/2013 (4:54 pm) Comment 29 comments
Torque 3D was released under a MIT license on September 20, 2012. Today we announce the Steering Committee's roadmap for the next release of Torque 3D for the community to read and comment on.
Author Dave Wyand Date 01/10/2013 (1:46 pm) Comment 47 comments
I have been working on the voxel generation code some more and I am very pleased with the results so far. I have managed to kick the size of the rendered terrain up to 1280 * 1280 * 256. Ultimately this size will be able to be controlled in an options setting.
Author Bill Vee Date 01/10/2013 (7:17 am) Comment 7 comments









