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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
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.
Ever wanted to use T2D to create / edit Sprites? No? Oh...maybe you wanted to used the integrated Color Picker to allow color customization options? Or maybe you just like to read about T2D? Whatever the case may be, click on through to the other side...
I thought I'd share my small experimental project here: Geppetto is an Auto-Rigging Tool and Add-on for Blender.
In this blog I announce and discuss the ParticleSystem refactor. I've made some major changes to the particle system and I'm open-sourcing a lot of the stuff that was behind the IPS code-base.
We've just launched Mr Normal, a normal and specular map creator for Windows. Mr Normal can create normal maps easily from diffuse images with plenty of options. It can create maps from combinations of functions and by drawing tools. Mr Normal can also modify existing normal maps.
Dead Harbor. This is my first attempt to create a level using Torque 3D and it is in no way complete.
No dev blog this July? Ah there were multiples last month ... but let's sort that out. Ribbons! Ribbons! Twirly, twirly ribbons! Also featuring .... ribbons!
The T3D Awesomium Integration Pack, which lets you embed HTML/Flash in your games; can now be purchased for $19 until the end of July 2014.
We've just released Cliff Rock Pack 1 for Medusa Pro the rock model generator for T3D. Medusa Pro produces randomized models of boulders, cliffs, outcrops and even caves that import seamlessly into the world editor.
Whaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaat?!
More T2D goodness, score scrollers, liquid fun and a new way to create game objects. The beginnings of an OpenGL 4.4 implementation, an options screen and maybe even a studio tour!