This was so that it was not made overly difficult for a player in a Torque Game Engine game to move or fire weapons around them. They automatically had bounding boxes that perfectly match the visible geometry. Instead, they were used for buildings and interiors. DIF models have pre-calculated lighting and as such are ill-suited for animation. It was also possible to blend multiple skeletal animations together by playing them simultaneously or automatically tweening the different positions of bones in the skeleton. They could be animated using either skeletal or morph target animation. DTS models were typically used for characters and vehicles though occasionally for buildings and interiors. The engine supported loading of 3D models in the DTS and DIF file formats.
These starter packs could be modified to suit the needs of the developer, or the developer could start from scratch. A real-time strategy starter kit was also available as a separate purchase. TGE shipped with starter kits for a first-person shooter and an off-road racing game.
#BONETOWN LOADING SCREEN CODE#
The source code could be compiled for Windows, macOS, Linux, Wii, Xbox 360, and iOS platforms. The original Torque Game Engine, which has been superseded by Torque 3D, provided networking code, scripting, in-engine world editing, and GUI creation. The latest stable release of Torque 2D was marked May 2018 on GitHub, and the latest stable release of Torque 3D was marked April 2018, on GitHub. Torque 3D and most of their other products were to continue being developed and supported.
#BONETOWN LOADING SCREEN SOFTWARE#
GarageGames released Torque 3D as open-source software under the MIT License on September 20, 2012. On January 19, 2011, GarageGames announced their return to their old name with new owners. GarageGames was later acquired by InstantAction, but on November 11, 2010, InstantAction announced that it was winding down its operations and looking for potential buyers for Torque. The Torque engine and its many derivative products were available for license from GarageGames, a company formed by many members of the Tribes 2 team at Dynamix. Build support is provided for desktop Windows, Linux, macOS and Web platforms. Networking functionality for multiplayer support is included as well. Other features include a deferred lighting model and modern shader features such as dynamic lighting, normal and parallax occlusion mapping, screen space ambient occlusion, depth of field, volumetric light beam effects, lens flare/ corona effects, refraction, bloom, blurring and color correction, among others. PhysX provides support for cloth dynamics, rigid body dynamics, destructible objects and joints, as well as fluid buoyancy simulation. It supports the open COLLADA file format as interface to 3D digital content creation software. Torque 3D features a world editor suite including tools for sculpting terrain and painting forests, drawing rivers and roads, as well as material, particle and decal editing. In September 2012, GarageGames released Torque 3D as open-source software under the MIT License. It was originally developed by Dynamix for the 2001 first-person shooter Tribes 2. Torque Game Engine, or TGE, is an open-source cross-platform 3D computer game engine, developed by GarageGames and actively maintained under the current versions Torque 3D as well as Torque 2D.