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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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[May 13, 2011, 09:47:37 AM]

Garage Games Blogs
ABigHole In the Web part Duex, a revisit to the files service that is the Big hole in the wall. We recently have gone through a major network upgrade, we look here at what this means for Torque Users.
Introducing my next project, the fabled ... Swag Em Up! It'll have explosions and pixels and ... and ... and stuff.
Hey all. It's been a while since I posted a blog with some real meat. This blog contains important announcements regarding Torque 2D, Torque 3D, and the community itself. Continue reading to learn about the new chapter for T2D, fun demos for T3D, and how the new moderator TEAM is taking the fight to the spammers!
A work-in-Progress look at 'afxTacNuke' the beginning of a modular weapon system that uses afx technology by ArcaneFX. This building block uses the afx 'Fire in the Sky' assets to simulate an ICBM launch. Still working on original art for the particle effects and effectrons but for now, it works in tandem with UAISK bots to fend off enemy attackers.
Field of View Slider for Default Options. Adds a slider at the bottom of the Graphics Pane under the Gamma Slider.
Just before the end of last year I was able to release the playable demo of my game The Master's Eye. Now there is a new release!
MyRPG Master - Create your own RPG without a single line of code. MyRPG Master is now available on steam, after 10 years of Torque engine studying.
I know that a bunch of people have attempted this in the past, but this time we might finally be able to move the community to a new forum!
Just a quick screenie of a level I'm setting up to test a new game type as well as new vehicle and character setups...
My *13th* game made with iTGB has been released. My thoughts on the aging engine that I have yet to part with.
And only 2 months overdue! See inside for details about the 3.6.3 release, and some exciting tidbits about the upcoming 3.7 release.
Ok, so.... since I 'rarely' update my site. I have decided on a new format. I figure I can manage a 'monthly' update so.... Nothing wrong with a 'magazine' format I guess.
Undead Shadows is now available on Steam for $4.99! Its been a great learning experience, but the journey is far from over!
This will add a new Torque Script metrics string mem and it will display/get the memory usage (in KB) as reported by your OS.
Airship Dragoon update version 1.6 has been released. The updated features a couple of bug fixes, some tweaks, and a new gameplay mode for Tactical Battles called "STREAMLINE" mode.
We've been so busy working on MyRPG we did not took time to wish you all a very happy new year ! May 2015 offer you countless hours of good RP gaming !
This resource contains two script functions to allow both objects and players to follow paths in T3D.
After being away, just a small thank you for my fans wanting me to come back with new content. I am hoping 2015 will be the best year ever here at Garage Games!
Final weekend of Airship Dragoon's "The Big It's Really Cold Winter Sale", new Streamline mode, and I start thinking of new game concepts
Building a new level to test player and AI 'hatching' from animated eggs. Using zones/portals to increase framerates, and other level design tricks to enhance the scene. Volumetric fog, ambient light and shaders help make the scene feel alive...