Game Development Community

Burnout Blog

As is customary, I'm going to post a typical burnout blog griping about the repressiveness of deadlines, and game development gone awry.

Author Will O-Reagan Date 03/16/2011 (2:39 pm) Comment 4 comments

Challenge for GarageGames

I have seen a lot from garagegames. But, i believe you can do this. My challenge is you to design a game simulation for a future space mission to Mars.

Author RXrxp Date 03/15/2011 (5:06 pm) Comment 13 comments

Free Anime Character Set! ... For now...

So as I'm rethinking and recreating my old character sets I've decided to release this version for free. For now or longer. I have not decided.

Author Kevin Mitchell Date 03/15/2011 (3:08 pm) Comment 7 comments

[Development Videos] We have started on a new game...

We recently released PreVa, our first game, for free. We have also started development on another game, and started documenting the progress...

Author Glen "ThaBonadingus" Reece Date 03/14/2011 (7:13 pm) Comment 6 comments

New Metal Drift Level - Wasteland

An update covering some work done last year on a new set of Metal Drift levels, including shots of initial geometry tests.

Author Weston Tracy Date 03/10/2011 (10:32 pm) Comment 3 comments

Ignoring the writing on the wall..... "/

It's funny how the possibilities of game development can stir the mind up and create a fuzzy path towards your way.... (6 years is a long time to be confused and going nowhere fast). Sitting in a room trying to stick to 3d, trying to design competently and then try hardcore programming. Going 90mph and getting nowhere.

Author Sean Brady Date 03/05/2011 (7:22 pm) Comment 10 comments

Will there be Occlusion Culling in T3D?

Is there a plan to get Occlusion Culling into T3D? Since we lost the zoning of TGE there is a real need for rendering improvements.

Author GregDes Date 03/05/2011 (9:22 am) Comment 35 comments

Forest Editor VS Forest Exporter Part 1

My results from using the forest editor and my forest exporter. Trying to Improve the load time of missions when using the forest elements that were made for a given map in a release build of the game in development.

Author Kevin Mitchell Date 03/05/2011 (8:10 am) Comment 5 comments

Improving Performance of our Isometric RPGs - Part One

Here at Iron Tower Studios we are working on several RPGs with a top down "isometric" camera, and in the past months I've been working on improving the performance of our games.

Author Oscar Velzi Date 03/04/2011 (9:44 pm) Comment 10 comments

My 2010 Torque3D Projects

An overview of two projects I tackled last year. Though neither has been completed yet, I've conquered a few milestones and thought I'd share.

Author Ryan Mounts Date 03/04/2011 (6:32 pm) Comment 34 comments