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Welcome to the BrokeAss Games homepage and headquarters on the Internet.

Our focus is on indie game development and we specialize in many related aspects of the industry.

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BrokeAss News for

Jun 4, 2011 - Microsoft Kinect mocap into Torque3D via Ecstasy Motion
This is some early footage testing out a realtime depth datastream from the Microsoft Kinect controller into EcstasyMotion, a physics/animation app developed in the Torque3D engine.


Apr 15, 2011 - Advanced Character Kit port to Torque3D
The ACKT3D official port has been uploaded to your Products page at!


Aug 26, 2010 - Spawning 1000 unique NPCs from the database using MPK (Multiplayer Persistence Kit). Just a tech vid, or does this mean BAG is getting back towards MMO development?


Aug 6, 2010 - SIGGRAPH 2010 - EcstasyMotion (mocap as game controller)
Demonstrating mocap device as game controller. We're using our app EcstasyMotion to stream mocap data from an Optitrack mocap system into Torque3D. Zombies and player are Daz3D Game Ready Content. Available for purchase here:


More News Here...

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Garage Games Blogs
Only a few days later and another blog, what be this you ask? Well, I'll tell you all about it here!
The Undead Shadows Beta has just been released! I have setup a web portal that handles beta applicants and automatically gives access to a limited number of people.
Building a complete working FPS shooter game in seven days, as an entry for the 2014 7-Day FPS Game Jam. Using T3D plus a combination of off-the-shelf as well as custom assets, an installable and playable shooter is borne in a week!
I posted updates very sparsely in the past, but I want to change that now a little and keep you more up to date what I'm working on.
So I've got a little bit of cool news for the Ultimate Guide project, have a look inside to see what's coming up within the next week or two.
Halfway through the &-Day FPS game jam, I have three gameTypes with most features working and have even tested an installer!
Finally, after a long way I am proud to announce the birth of the playable demo of The Master's Eye.
Day one of my journey to finish the 7-Day FPS Game Jam. Adding third-party bits to the stock T3D 3.6.1
Tooling up to participate in the 7-Day FPS Game Jam, using T3D, Walkabout, Sahara and common add-ons...
The first of our 'patch' or hotfix versions is released. Also, the deadline for Steering Committee member applications is announced to be ONE WEEK FROM TODAY. Details within!
As my PR just went through, I thought I would write a little blog about what the latest changes to the terrain blending means to you, and how to get the best visual results.
I've added a few new images to my portfolio. Slime City, my previous project is shelved for now. And I'm working on a new 2D metroidvania.
Hey all, Sorry for the huge delay but, my site is once again active. Godaddy is not very happy about the amount of traffic and the 'downloads' so I will be 'adjusting' the free packs a bit.
This is my final blog to say good bye and thanks for the memories. It has been a great run but I am now moving on to bigger and better things in my life.. The why is inside if you care to read it. Take care everyone!
Demonstration of working touchscreen interface for Torque3D. New gaming and developer experiance :) Tested on tablet computer
Happy Halloween Garage Games and game Indies! I hope you have the best and safest Halloween season yet. Thanks for all the good times. I hope to post again soon about our huge plans where we have decided to go from this point forward... I can't wait to share it!
Forester Pro is a tree creator for T3D that produces randomized models of a wide range of plant types that seamlessly import into the world editor. We've just released our 20th template pack Desert Plant Pack 1
No, I haven't lost mine....not yet. I happened to come across a Reddit post where one of my former students from eight years ago talks about me sharing a Marble Blast optimization paper I wrote for NVIDIA.
Medusa Pro is a rock model generator for Torque3D that creates randomised rock models complete with LODs which import seamlessly into the world editor. We've just released our fifth pack of templates to generate new rock types.
Long Strange Trip is a series of blogs that documents the wondrous journey of Plastic Games as we learned the hard way how not to make video games.