Torque Game Engine Advanced 3D1.7.1

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Torque Game Engine Advanced is the most easy-to-use next gen 3D game creation platform available. Architected from the ground up for maximum flexibility and performance across a wide range of hardware, TGEA comes equipped with a full suite of tools and APIs to get your game to the finish line, no matter what your goals.

And when you create a game in TGEA, you can publish it across multiple platforms like Windows, Mac, Xbox 360, Steam, iPhone and even in your web browser. The sky is the limit when your using TGEA.

Here are some key features of "Torque Game Engine Advanced 3D":

Cross Platform, Dual Graphics API - Torque products are built on a common architecture, but optimized per platform. TGEA supports a wider range of platforms than any other modern game engine technology. Build for Mac / PC / Wii / Xbox / iPhone / Web all from the same project.

Mission Editor - TGEA's Mission Editor provides an entire suite of WYSIWYG tools for designing and editing a game or simulated environment. The Mission Editor is fully integrated with the Torque runtime and provides full access to all Torque subsystems allowing for:
- Object placement and manipulation
- Property inspection and editing
- Light instancing, placement, and manipulation
- Seamlessly connected indoor and outdoor scenes
- Asset importation
- Sound and video
- Performance profiling
- No compile time
- Flexible LOD system
- Terrain editing
- Vast terrains

Torque's flexible, powerful rendering is as well suited to photorealistic simulation as to achieving a custom, original-looking style. All modern features are supported by the Torque renderer:
- Per-pixel dynamic lighting
- Normal & parallax occlusion mapping
- Various models of shading
- Volumetric fog and light
- Powerful particle systems: fire, smoke, explosions
- Extensible set of shaders (GLSL / HLSL)
- CustomMaterials system with support for parameter's hierarchy
- Post processing: Refraction, Glow, Blurring, Color Correction
Torque's graphics API includes implementations for all types of hardware and operating systems. TGEA's DirectX implementation features graceful fallbacks all the way to DirectX 8 for support on older PCs. Together with the OpenGL implementation, Torque will perform on more than 96% of all gamer hardware (Steam Hardware Survey). Console graphics implementations for the Xbox, iPhone, Wii and PSP provide a straightforward path for developers to reach gamers on those devices as well.

Terrain - TGEA's Terrain system is integrated with the runtime with complete editing support from the Mission Editor. Sculpt terrains interactively using these tools or import height fields generated in other applications. Texturing, painting (including support for materials), and decal tools enable the construction of photoreal environments.

Asset Pipeline
- TGEA provides support for all major 3rd party art tools including 3ds Max, Maya, Houdini, Blender, and Lightwave.

Networking - Using minimal bandwidth, Torque supports fast-paced, latency sensitive multiplayer racing games with vehicle collision and FPS games with fast projectiles and collisions up to 256 players per server. For less latency sensitive simulations like MMORPGs, virtual worlds, etc., Torque can support 1000+ players per server.

Scripting - Torquescript is a fast, easy to use C++ like scripting language that ties all the various elements of a project together. It supports a large complement of functions including math, object manipulation, fileIO, and more. Torquescript allows for compiling on-demand for runtime execution with the integrated script compiler. Torquescript features:
- Object-oriented programming
- Transparent interconnection with external C++ objects
- Built-in fast 3D math (vectors, matrices, and quaternions with all corresponding functions)
- Well-documented standard library (thousands of functions out-of-the box)
Most game functions can be programmed in Torquescript, and engine additions such as physics or intense AI coded in C++ are called from script.

Physics - Torque includes efficiently networked physics functionality, and is built with an abstracted C++ Physics API. Sample implementations are available as resources on this site and include:
- PhysX
- Bullet
Using these libraries, Torque supports:
- Rigid body
- Vehicles
- Ragdoll
- Destructible objects
- Dynamic fluid
- Particle system physics
- Destroyable joints
- Various vehicles
- Fluid buoyancy

GUI - Torque provides for fully customizable GUI modules including:
- Widgets, containers and dialogs
- Transparency, animation
- Easy-to-use GUI files
- Skins support
- Support for Eastern languages
- Localization packs support
Torque's Mission Editor is built entirely using this GUI system, so it is platform independent.

Sound - TGEA uses the OpenAL sound library by default and supports a wide range of features. These include:
- 2D Sound, 3D Sound, Streaming Sound
- SFX/Music driver
- 3D sound support for panning, volume, Doppler, cones
- Multi-channel prioritized SFX manager
- Built-in Theora video codec playback
TGEA also has a C++ Sound API with sample integrations for world class 3rd party sound libraries like FMOD.

Source Code - Clean, fast, robust C++ APIs for Torque's major systems enable use of any commercial middleware. You can use PhysX for physics, FMOD for sound, or create your own custom implementation.

Genre Kits - Torque comes standard with a base First Person Shooter (FPS) Genre Kit. All Genre Kits combine expert coding with world-class low-poly in-game art assets for a quick start to any new project.

- Torque licensees join the 110,000 user GarageGames developer community and have access to an enormous set of valuable community resources. There are dozens of tutorials and a wealth of learning materials available on the site. Users receive free patch updates throughout the year and free upgrades to minor version releases. Each new release is designed for a seamless project transition.

NOTE: The demos cannot be used to create games, the will simply provide an ideea of what this game engine can do.
Last updated on March 20th, 2009
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