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

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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.

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

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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?

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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: http://www.daz3d.com/i/shop/artistlist?artist=1452545&_m=d

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Screenshots

Garage Games Blogs
Progress of work on the Ultimate Guide project has been moving along nice and smoothly, and I've got a little surprise for everyone.
Started to develop art assets aimed for a 3rd person action rpg game but they could be used for whatever. Everything in this pack will be free.
For the last few weeks I have been blogging about this little thing. Now it is time to conclude this story.
We're looking for some feedback on this video. We're going to do a Kick Starter campaign shortly and we'll include this.
It's not everyday One Bloke, In His Bedroom, Making Indie Games gets above big budget indies like The Banner Saga and Carmageddon (a combined $1.34 million on Kickstarter compared with my any loose change I could find down the back of the sofa ... so here's the snap shot for posterity!
With T2D 3.1 out the door and the pull request queue fairly quiet, I've had some time to work on a personal project that I've wanted to see implemented in the engine for a long time - a total revamp of the audio system.
So it's been a year, and I didn't realize that people had an interest in the Voice Game Packs. The packs are sets of prerecorded lines of dialogue that can be dropped into any type of game (RPG/RTS/FPS). The first two packs have been recorded and I'm in the process of editing and figuring out where to upload them for sale.
The Volumetric Fog Object for T3D is almost finished, therefore I would like to show you some things that are possible with this new object.
So, not to long ago, I posted a little blog on what I was up to, and here's the full release announcement.
Looking for a cheap fantasy game character? I have created a 3D fantasy game character equipped with an armor and a price everyone can afford.
Medusa Pro is the rock model (crags, cliffs, arches, columns etc) creator for T3D that generates assets that import seamlessly into the world editor. We've just released our fourth DLC for Medusa Pro featuring templates of (seaweed and barnacle encrusted) beach rocks.
Well? WHAT LACKING ART THOU? http://torque3d.net/ is lingering and not thriving and I'd like to fix that!
To begin with, our link is https://www.facebook.com/Torque3D If you're not on it, WHY THE HELL NOT!?
In this blog I will show you the progress I have made on the development of the Volumetric Fog Object for T3D.
This blog has some more discussion and updates on the ParticleSystem refactor and I will also talk about the IPS and how this refactor affects IPS.
At the end of the 3.0 release blog, we mentioned wanting to review how changes are pushed from the development branch into master. Today, Torque 2D 3.1 is the result of that effort. It's easy to forget when using the development branch as your daily engine environment, just how far behind master branch/binary users can be in terms of bug fixes and feature additions.
Looking at one of the missions of my game The Master's Eye I thought something was missing. After a while I knew what. It needed some fog in certain areas, so I made a Volumetric Fog object.
So, it's been just a little while since I've posted a nice blog on the site about my exploits and journey through programming land, so let's give everyone an update
We've just released our 19th tree pack for Forester Pro, the tree and plant creator for T3D, featuring a range of conifer species. Each template can generate a wide range of models and are easily customized.
A blog about the unused potential in T3D, and a massive performance boost in particle rendering. With thorough explanation of how it works.