Game Development Community

Reduxed Get Reduxed ...

I'm beginning to hate that word ... We'll soon head to thesaurus.com to find a new one with the exact same meaning. Anhow, things which had been redone ... got redone ... for the umpteenth time ...

Author Steve Acaster Date 04/16/2013 (6:17 pm) Comment 13 comments

Torque 3D Open Source Development Branch Update 2013-04-16

Time once again for another update for the open source development branch version of Torque 3D. Plus a cool video!

Author Dave Wyand Date 04/16/2013 (3:01 pm) Comment 16 comments

Uebergame - progress part 2 - start

Update part two Mainly worked on level design, but also took some time to put things up, so you can see it your own.

Author Duion Date 04/14/2013 (5:14 am) Comment 14 comments

1000 Dungeons World Generation

How far can you make it? Battle through randomly generated lands and 1000 randomly generated dungeons. Slay monsters, gather resources, and craft new and powerful weapons. All to see just how far you can go. Die in dungeon 999? Start over from one. This is a war of perseverance.

Author Eric Armstrong Date 04/13/2013 (7:47 am) Comment 3 comments

Savannah Tree Pack for Forester Pro

We've just released the Savannah Tree Pack for Forester Pro featuring Acacias (Umbrella thorns), Acacia bushes, Baobabs, Buffalo Thorns, Knob Thorns and Thorn Bushes. Each template can be used to create a wide range of randomized models.

Author Matthew Genge Date 04/12/2013 (4:10 pm) Comment 0 comments

Torque 3D Now Supports the Oculus Rift

Today we announce support for the Oculus Rift head mounted display in the Torque 3D development branch on GitHub.

Author Dave Wyand Date 04/11/2013 (1:43 pm) Comment 23 comments

Torque 2D: New Tutorials and Upcoming Features

In addition to the editor work, a lot of exciting work is going into Torque 2D. In this blog, I'll talk about R&D, iOS refactor, Leap Motion, Spine, Spriter, and amazing tutorials that are coming up.

Author Michael Perry Date 04/08/2013 (11:21 am) Comment 47 comments

Dev Blog, DotNetTorque(DNT) 1.1 Service Release Notes

We are in the final passes of our first major update to DNT. As you all are familiar, DNT allows you to use any Microsoft Dot Net language instead of TorqueScript for the glue of the engine. Some of the feedback we have received from our license holders has included bug reports, feature requests and well to put it bluntly, make DNT more like traditional Object Oriented programming.

Author Paul Yoskowitz Date 04/08/2013 (6:41 am) Comment 7 comments

Update Notes for OneWorld (4/8/2013)

Currently the system is far more than anything we envisioned. It does so much more than just moving stuff around inside the mission. You can add and remove terrain texture layers, re-sync files between the client and server, create new objects, alter terrain, etc. You can create/manipulate/delete rivers, roads, mesh roads, etc. You can modify forests and decal instances. There is so much functionality in this build it is almost impossible to list it all.

Author Vince Gee Date 04/08/2013 (5:30 am) Comment 1 comments

Temperate Tree Pack 2 for Forester Pro Released

We've just released Temperate Tree Pack 2, a new pack of tree templates for Forester Pro. The template pack allows a wide variety of randomly generated tree models to be created at a click of a button.

Author Matthew Genge Date 04/07/2013 (9:16 am) Comment 3 comments