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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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Garage Games Blogs
I've been umming and ahhing about what I'd like to make for 7DFPS this year. I've finally realised the answer was staring me in the face: a new FPS template for T3D!
Airship Dragoon has been updated to version 1.5.2. Anyone spot the not so cunning GG reference? There's a fair few changes but here are the main ones.
I was testing the playable demo of my game The Master's Eye when I got stuck in a door. :( I did not liked that, so I decided to make a new Door class for T3D.
New content packs could be coming to GG and a new project for Halloween for those who are interested. I'm looking for people to partner with to bring out the demons for this Halloween 2014!
So it may seem like I've been quiet for about a month, but in actuality, I've been quite busy. Let's get updated on things.
Just keeping busy here slowly cranking out Templates for OMNI Engine, Just finished up a Dedicated Template. Enjoy!
It's coming! My final Background Kit, Volume 6 is coming this Sunday, opening up to EA orders and then the main release hopefully before Xmas, 2014! Details inside. This will be my final content piece to game designs, so I hope you enjoy it!
If you're hoping for a Walkabout update, you'll unfortunately be disappointed on that front. But you might be happy for other reasons...
One of our environmental artist has released a pack that he has called the Mountain Vegetation Pack.
Many people are working on torque3d products/games. I'm hoping I could help out a few who need to have a home for their stuff
I had gotten an email requesting some of Ron Kapaun's old assets. After a quick email to him, I was given the "go ahead" to put the assets back up on the server to download - for free.
Folks, this blog is about whats in the new Omni Engine V1. If your looking for a way to use C# inside of T3D, you might want to check this blog out.
Torque is awesome, and it deserves a facelift. Just in time for the new 3.6.1 release I have been preparing a GUI template for T3D. I've had some simple updated GUI improvements on my hard drive for some time that I recently dusted off. I am in the process of getting it finalized to share with the community.
It's been a long six months and a rough road, but the Steering Committee is very happy to announce that version 3.6.1 of Torque 3D is finally ready!
The awful nice wargaming gents over at www.grogheads.com asked me to contribute my thoughts to an article about navigating through Steam's Greenlight system. The full article including contributions from myself and the considerably more established people at Evil Twin Games is available at the Grogheads site. The following blog post is my own, unedited presentation.
Adds simple imperfect realtime collison detection for particle effects in T3D. Still a work in progress and i am sure it could prob still use some improvements in performance.
This is part 6 in a series of blogs that documents the wondrous journey of Plastic Games as we learned the hard way how not to make games.
Just a little update of where Winterleaf Entertainment currently is. Also, minor things like what will be included in the release as well as other things.
Mr Normal is a normal map generator that can generate normal maps from diffuse images and functions. We've just released version 1.01 that add a whole load of features suggested by users.
I have been a member since June 2007 and I have experienced the highs and lows of being part of this community ... Instant Action ... no more Instant Action ... MIT license ... ahhhh the memories. Unfortunately all good things must come to an end.