Behavior trees offer a fast and scalable solution when dealing with game AI. This resource is a parser that lets you make use of XML behavior trees via assigning them to any object exposed to TorqueScript. (Works with all Torque products that support TorqueScript.)
Author Konrad Kiss Date 07/21/2011 (11:08 am) Comment 11 comments
The following code change will let you setup the ability to remotely debug script in your game running on MacOSX, iPad/iPhone, and Simulator using torsion from Windows or Mac (using wine).
Author Tim Newell Date 07/06/2011 (10:43 am) Comment 5 comments
Full art and code for iTorque 2D pong project created during the first GarageGames Live Tutorial! Simple installation, works out of the box
Author Michael Perry Date 06/13/2011 (11:37 am) Comment 2 comments
This resource shows how to enable iPhone Retina Display in iTorque2D. PART3 of the resource showed changes in script, this details changes needed in the C++ code.
Author Pedro Vicente Date 06/03/2011 (1:45 pm) Comment 20 comments
In Part 3 of Torque Minimal Template, we add objects to the scene, a text object to display 'Hello World'
Author Pedro Vicente Date 05/29/2011 (7:02 pm) Comment 6 comments
This resource shows how to start the engine with C++ code only, optionally avoiding the script initialization. The same application as in Part1 is made, this time made in C++.
Author Pedro Vicente Date 05/29/2011 (1:46 am) Comment 1 comments
This resource provides an alternative template with only the elements needed for an application that just uses one level. This resource is both for ITorque2D and Torque2D.
Author Pedro Vicente Date 05/25/2011 (10:33 pm) Comment 4 comments
This resource has links to 2 tutorials in TDN, that use a C++ class to define a Cellular Automata. Rendering is done by script by means of a tile layer instance
Author Pedro Vicente Date 05/18/2011 (12:30 am) Comment 2 comments
This resource presents a function that can be used to add debug output from Con::printf to the Microsoft Visual Studio debug output window
Author Pedro Vicente Date 05/02/2011 (8:39 pm) Comment 3 comments
Mounted objects that are copied do not maintain their mounts during paste. This resource shows how you can modify the editor to preserve mounts on pasted objects.
Author Mark Grossnickle Date 03/30/2011 (12:11 pm) Comment 4 comments





