Finally got back into the trenches. Got my swimming code working along with my rewrite of the player.cpp. I will be releasing the modifications soon to those that want to play around and expand as desired.
Author Kevin Mitchell Date 11/11/2011 (5:58 am) Comment 8 comments
As an intro to B+ Games and myself to the current community, I am throwing up an old zombie demo I made for some laughs. I made this last year in my spare time using the older Torque Game Engine.
Author Kyle Hagin Date 11/10/2011 (8:29 pm) Comment 12 comments
The modern air combat starter kit includes many features to get developers started with developing air combat games with Torque 3D...
Author Adam Beer Date 11/10/2011 (12:05 am) Comment 27 comments
And voila, enter a time for my studio blog to shine into the GG community... well... something like that. I'm going to discuss the upcoming next few months for PGD, as well as the overall game-plan for the next year.
Author Robert Fritzen Date 11/09/2011 (8:50 pm) Comment 3 comments
Interface for "one-off battle-mode", choosing your squad and tooling them up to the nines. Also a total rewrite of the inventory system ... again.
Author Steve Acaster Date 11/09/2011 (9:39 am) Comment 4 comments
When designing Torque 3D 1.2, it was one of our goals to build the best beginning-to-end tutorial that the industry has ever seen. Ultimatly, you'll be the judge, but I think you will agree that the team has met that challenge. Kudos everyone! I can't wait for the launch, but first, we need to get the word out that we've built something great!
Author Eric Preisz Date 11/08/2011 (10:31 pm) Comment 155 comments
advanced vehicles for Torque3D, physics and rigid classes, new vehicles, well, a whole lot of goodies
Author deepscratch Date 11/08/2011 (8:02 am) Comment 34 comments
This video tutorial continues on building a platformer demo in iTorque 2D 1.5. The video shows TGB on the mac, but the same principles apply to pc development in iTorque.
Author Ray Delia Date 11/07/2011 (7:19 pm) Comment 3 comments
So its been months since I've even seen my game code. Months since I've event touched Photoshop, and 3ds max. It's really a grind session at work and I'm starting to miss the thrill of the development life.
Author Kevin Mitchell Date 11/06/2011 (5:21 am) Comment 4 comments
I have been working constantly to add functionality to the navigation AI and improve the performance.
Author Kerry Enfinger Date 11/04/2011 (8:09 pm) Comment 2 comments








