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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
The release candidate for T3D 3.9 is now live! Be sure to grab it and give it a test and help us refine everything down to make for a perfect release.
The development of 4 games of different genres examines during a book. Since the central theme of the book is a cross-platform engine Torque 2D.
A new DeadlyMatter trailer is out and we're getting ready for the upcoming indiegogo campaign. DM is an action-adventure game in dev and currently powered by T3D.
Well, I feel good this morning, in some whooping Jerry Lee Lewis great balls of fire way. Unusual state for me, and won't last liable another five minutes, but it looks like a Great Bug has been put to rest, at last.
The Last of the Master Modules provides the basis for Scene-based User Interfaces; A few helper functions here and there and a structure to keep things neat. As I really like you guys, I'll even throw in a bit of preachy banter at the end for free. You're welcome!
The ControlObject concept is ripped straight off of Torque3D. With the added flexibility of Torque2D, however, this will allow us to pull off a few tricks which add to T2D's "cool" factor.
A blog post a day keeps the doctor away! This time we tackle the InputMatrix module. While this module is meant to work hand-in-hand with the next one (The Control Object Module), it can also be used to handle player input in your T2D project.
Downloading T2D is easy. Compiling T2D is easy. Playing around with the Sandbox examples is easy. The step after that can be confusing, though. Let's remove that confusion with a bare-bones Starter Project!
Got a hard drive full of unfinished prototypes and abandoned Proof-of-concept projects? So do !. Since we have just scientifically proven that we are one and the same, how about we address the Momentum issue which plagues many T2D hopefuls?
Small update with info about the pending lock-in for 3.9, and what can be expected in the next version of Torque3D, v4.0!
This latest release brings two new features to the table: positional audio built by the incredible Simon Love and the new TextSprite built by myself. We also continued our crusade against bugs some of which were reported two years ago. Rest assured, they will find no safety in T2D.
I am a beginner for game development. I tried so hard to learn but my game is still raw now. So, I try to setup a campaign, see whether I can get some support from it. Please give it some support if you are happy, or help to spread out also be a great help too!
Torque2D's audio implementation has always been lacking. Hopefully, this new upgrade will be a major step towards a decent audio system.
I've had a few inquiries on how to obtain the RPG Engine Toolkit recently. So I've made it available on GumRoad. I hope this helps some.
Roughly eight years ago I attended my first GDC. While at GDC, I finally got to meet some GarageGames employeed that I've only spoken to online. Thanks to the help of Deborah Marshall, I managed to get an introduction to Matt Fairfax...the rest was history.
Made my 12/31 ship-it-or-shut-it-down deadline by the skin of my teeth, two weeks into a bug which was causing the server to stop talking to the databases every single night (and which would not be solved for another two weeks, meaning there was no sleep at all there for about four weeks on either side of the deadline--every time I dropped off I had to get up and run to the server facility and restart the data feed!)
Testing work practices for world building with mesh geometry. I discover how to fix mangled normals to stop grass from looking terrible and get mspf of 666.667 with 119 million polys on screen
There were a lot of great events in 2015, of which my favorite was the revitalization of Torque 2D MIT. Peter and Chris have taken up the reigns and wasted no time in improving our favorite 2D game engine. If you check out the GitHub pages for Contributors and Commit Activity, you will see a huge increase in activity. So it should be no surprise that we have a new release!
Christmas is over, but it's not too late to enjoy one last present! Torque2D is better than ever with new features and the return of Ogg, the great and powerful! Now there's a gift we can all enjoy!
My Ambient World is relaunching with new content and alot of our older packs for audio design are now available. Featuring Ambient Audio, Textures, 3D Models and Terrains. We have a great start to any project. Check this out...