Here is an update on the cuff i've been making, the inner ring is done, i added a side slot for the tether point, the locking bolt and threw a handful of allen bolts for good measure.
Author Kyrah Abattoir Date 11/30/2011 (6:33 am) Comment 4 comments
Simple title says it all. My implementation of hand-to-hand combat in the Torque Game Engine. Prepare yourself for some awful animations.
Author Bryce Date 11/29/2011 (9:35 pm) Comment 14 comments
Its a few days since I did my first GL post, this discuss the first real change, changing how FBO and contexts are derived.
Author Dean Calver Date 11/29/2011 (6:01 am) Comment 8 comments
I started a new handcuff design, so the first step is basically to build a hi polygon mesh for it, initially i thought that since it's a fairly simple shape (my plan is to use some kind of laminated steel look) and i figured i would be able to make all the layers from a single cylinder.
Author Kyrah Abattoir Date 11/29/2011 (5:40 am) Comment 5 comments
The first ever hands free, motion controlled game for the iPad, Fuego's River Adventure introducing LokkoMotion technology, bringing games to life through motion detection sensors using the iPad
Author Tarek Hijaze Date 11/28/2011 (2:04 am) Comment 3 comments
In which I promise more resources and show off a working Recast/Detour integration. Also, I start working on planning AI.
Author Daniel Buckmaster Date 11/28/2011 (2:03 am) Comment 12 comments
Well I think I may have done something truly magical today. I have been experimenting with the PyTorque resource and found out some interesting things. Like how to make Torque play nice with the Python threads!
Author Demolishun Date 11/28/2011 (1:43 am) Comment 10 comments
We have made a new Torque Script Video Series for iTorque 2D, Torque 3D/2D and have released discounted package containing all our resources.
Author Kevin OFlaherty Date 11/27/2011 (4:26 pm) Comment 1 comments
I want to do to some tech evaluations of Torque 3D in places it doesn't currently feel very comfortable... The world of OpenGL. Right now I have Torque 1.2 compiling and running on a Mac using XCode4 + LLVM 3.0 and it runs a few maps (not all yet) and on Windows, its compiled in and selectable but only renders the menus so far (and the menus aren't fully correct yes either).
Author Dean Calver Date 11/26/2011 (5:44 am) Comment 14 comments
MACSK 1.1 is now available. It adds T3D 1.2 support (available for T3D 1.1 also), AI Aircraft, 2 new paint schemes and more...
Author Adam Beer Date 11/23/2011 (11:39 pm) Comment 17 comments








