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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
Hello everyone. It is just a while ago, since my last blog. Here coming the news. This is a 100 character filler.This is a 100 character filler.This is a 100 character filler.
Uebergame is a free open source game and the development will support Torque3D. People always demanded a community based game with Torque3D, so this is my attempt to find a funding method for such a project.
Dark Horizons Mechanized Corps - A stompy mech combat sim made with Torque3D that could use your support
Forester Pro is a tree and plant creator for T3D. We've just released our latest template pack, Wild Flower Pack 2, featuring templates that can be used to generate randomly generated flower models.
I finished up my entry for the "7 Day RogueLike" game jam somewhat early as I've come down with the dreaded lurgy and feel like pants. It's a single or twin stick shooter which does what it says on the tin: Randomized Action in a procedurally generated arena.
Coming this weekend is my Roadway Kit, a package I have been wanting to make for the last several years but never got around to it til now. I have updated the photos on this blog. Thanks for reading
Announcing a new (very experimental) geocentric terrain paging system for T3D, as well as a new (basic) networking library, designed around the concept of an external application (FlightGear) feeding terrain and skybox data to a running Torque instance.
Deadly Matter is going to be a present day pre-apocalyptic 3d open-world action-adventure video game.
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.