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[February 11, 2012, 02:42:56 AM]

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Garage Games Blogs
I finally decided to officially release my Konserian Highlands artwork set, since I am heading into a little different direction now.
My time lately has been split between two projects. The first one was to fix CompositeSprite. The second one was to figure out how to organize the awesome T2D community into one unstoppable force. This blog post is about how we kill two birds with one stone.
Yes, I finally realised a day ago that I should probably update the engine files included with Walkabout for T3D 3.0. So I did, and fixed some bugs.
So finally i get some time to type up a manual, I'm not a writer or an English major... But I try to at least cover the things that I think that will help people use my pack more fluidly.
We've had the Brits and now we've been modeling all the other factions. All 7 of them, with unarmoured and light armoured troops, with 4 LODs each, with 4 camouflage schemes for Stealth Armour. That's a lot of LODing ...
Twin Raven Productions is an audio-for-games business looking to design the sound of your next game.
Hi everyone, I haven't been very much active in Garagames anymore mainly due to the shift of work I'm doing right now. So I just wanted to update what I'm doing right now and also see if anyone is interested to meet up with me in Singapore during May 21-23 for Casual Connect Asia.
Forester Pro is a tree creator for Torque3D that generates randomized tree models that import seamlessly into the world editor. We've just released our latest pack of tree templates to generate new types of randomized trees.
Here is a new particle viewer module, additional particle effects, and a status on the documentation for the particle system in T2D MIT.
I know, today everyone is busy about the new T3D version. But how awesome is it, when also the NEPTUN ART PACK is available at the Game3D shop. At least, this Torque ready art pack with more as 90 models got finished. To get a nice start, this pack is 10% discounted for the next 5 days!
Torque 3D was released under a MIT license on September 20, 2012. Today we announce the launch of Torque 3D 3.0, the second new release under this license.
Not that it needs much actual *fixing*. Hear me ramble on about taking features out of T3D, and developing a Canvas drawing library on top of Processing.
In which the T3DTerrainMaster project radically morphs into an entirely different kind of project, melds with a gigantic body of pre-existing data and code, and boldly straddles the divide between Torque and Unity.
This has been finished for a while, but I promised a followup. So here it is.
With the upcoming release of T3D 3.0 you'll want to make use of the new Project Manager, which makes it much easier to modify your project's compiled modules.
I managed to make skyboxes work with scatter skies and dynamic lighting. Code and a test skybox included!
The basic plan was to remove all the dgl classes from MIT Torque2d and replace it with the GFX implementation from Torque3d.
GMK is a open-source product. Available on GitHub. GuideBot and GuideBot topology will follow.
Greetings everyone! This is the last week to contribute to the Kickstarter campaign for bringing Torque 2D to Android Additionally, Max Gaming recently updated the rewards. Now, their work will also included support for Linux.
This is part VI of my blog regarding the development of my game The Master's Eye. It has been more than a year since my last blog about this project, so I hope you didn't forget me.