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Torque (game engine)
Torque Game Engine, or TGE, is an open-source cross-platform 3D computer game engine, developed by GarageGames and actively maintained under the current versions Torque 3D as well as Torque 2D. It was originally developed by Dynamix for the 2001 first-person shooter Tribes 2. In September 2012, GarageGames released Torque 3D as open-source software under the MIT License.
Torque 3D features a world editor suite including tools for sculpting terrain and painting forests, drawing rivers and roads, as well as material, particle and decal editing. It supports the open COLLADA file format as interface to 3D digital content creation software. PhysX provides support for cloth dynamics, rigid body dynamics, destructible objects and joints, as well as fluid buoyancy simulation. Other features include a deferred lighting model and modern shader features such as dynamic lighting, normal and parallax occlusion mapping, screen space ambient occlusion, depth of field, volumetric light beam effects, lens flare/corona effects, refraction, bloom, blurring and color correction, among others. Networking functionality for multiplayer support is included as well. Build support is provided for desktop Windows, Linux, macOS and Web platforms.
The Torque engine and its many derivative products were available for license from GarageGames, a company formed by many members of the Tribes 2 team at Dynamix. GarageGames was later acquired by InstantAction, but by November 2010, InstantAction began winding down its operations and looking for potential buyers for Torque. In January 2011, GarageGames was re-acquired by Graham Software Development, and their name was reverted back to the original.
GarageGames released Torque 3D as open-source software under the MIT License on September 20, 2012. Torque 2D followed on February 5, 2013. Torque 3D and most of their other products were to continue being developed and supported. The latest stable release of Torque 2D was marked May 2023 on GitHub, and the latest stable release of Torque 3D was marked February 2023, on GitHub.
The original Torque Game Engine, which has been superseded by Torque 3D, provided networking code, scripting, in-engine world editing, and GUI creation. The source code could be compiled for Windows, macOS, Linux, Wii, Xbox 360, and iOS platforms. TGE shipped with starter kits for a first-person shooter and an off-road racing game. A real-time strategy starter kit was also available as a separate purchase. These starter packs could be modified to suit the needs of the developer, or the developer could start from scratch.
The engine supported loading of 3D models in the DTS and DIF file formats. DTS models were typically used for characters and vehicles though occasionally for buildings and interiors. They could be animated using either skeletal or morph target animation. It was also possible to blend multiple skeletal animations together by playing them simultaneously or automatically tweening the different positions of bones in the skeleton. DIF models have pre-calculated lighting and as such are ill-suited for animation. Instead, they were used for buildings and interiors. They automatically had bounding boxes that perfectly match the visible geometry. This was so that it was not made overly difficult for a player in a Torque Game Engine game to move or fire weapons around them.
The game featured a terrain engine that automatically created LODs of the ground so that it rendered the fewest polygons necessary at any given time. The terrain was automatically lit, and textures applied to the terrain could be blended together seamlessly. The game's rendering engine featured environment mapping, Gouraud shading, volumetric fog, and other effects such as decals that allowed for textures to be projected onto interiors in real time (for example, a player in a Torque Game Engine game might fire a weapon that left a bullet hole in the wall, and the bullet hole would be a decal). Torque supported networked games over LAN and the internet with a traditional client-server architecture. Server objects were "ghosted" on clients and updated periodically or upon events.
TorqueScript (also known as TS) is a coding language designed specifically for the Torque Game Engine, with a syntax similar to C++.
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Torque (game engine) AI simulator
(@Torque (game engine)_simulator)
Torque (game engine)
Torque Game Engine, or TGE, is an open-source cross-platform 3D computer game engine, developed by GarageGames and actively maintained under the current versions Torque 3D as well as Torque 2D. It was originally developed by Dynamix for the 2001 first-person shooter Tribes 2. In September 2012, GarageGames released Torque 3D as open-source software under the MIT License.
Torque 3D features a world editor suite including tools for sculpting terrain and painting forests, drawing rivers and roads, as well as material, particle and decal editing. It supports the open COLLADA file format as interface to 3D digital content creation software. PhysX provides support for cloth dynamics, rigid body dynamics, destructible objects and joints, as well as fluid buoyancy simulation. Other features include a deferred lighting model and modern shader features such as dynamic lighting, normal and parallax occlusion mapping, screen space ambient occlusion, depth of field, volumetric light beam effects, lens flare/corona effects, refraction, bloom, blurring and color correction, among others. Networking functionality for multiplayer support is included as well. Build support is provided for desktop Windows, Linux, macOS and Web platforms.
The Torque engine and its many derivative products were available for license from GarageGames, a company formed by many members of the Tribes 2 team at Dynamix. GarageGames was later acquired by InstantAction, but by November 2010, InstantAction began winding down its operations and looking for potential buyers for Torque. In January 2011, GarageGames was re-acquired by Graham Software Development, and their name was reverted back to the original.
GarageGames released Torque 3D as open-source software under the MIT License on September 20, 2012. Torque 2D followed on February 5, 2013. Torque 3D and most of their other products were to continue being developed and supported. The latest stable release of Torque 2D was marked May 2023 on GitHub, and the latest stable release of Torque 3D was marked February 2023, on GitHub.
The original Torque Game Engine, which has been superseded by Torque 3D, provided networking code, scripting, in-engine world editing, and GUI creation. The source code could be compiled for Windows, macOS, Linux, Wii, Xbox 360, and iOS platforms. TGE shipped with starter kits for a first-person shooter and an off-road racing game. A real-time strategy starter kit was also available as a separate purchase. These starter packs could be modified to suit the needs of the developer, or the developer could start from scratch.
The engine supported loading of 3D models in the DTS and DIF file formats. DTS models were typically used for characters and vehicles though occasionally for buildings and interiors. They could be animated using either skeletal or morph target animation. It was also possible to blend multiple skeletal animations together by playing them simultaneously or automatically tweening the different positions of bones in the skeleton. DIF models have pre-calculated lighting and as such are ill-suited for animation. Instead, they were used for buildings and interiors. They automatically had bounding boxes that perfectly match the visible geometry. This was so that it was not made overly difficult for a player in a Torque Game Engine game to move or fire weapons around them.
The game featured a terrain engine that automatically created LODs of the ground so that it rendered the fewest polygons necessary at any given time. The terrain was automatically lit, and textures applied to the terrain could be blended together seamlessly. The game's rendering engine featured environment mapping, Gouraud shading, volumetric fog, and other effects such as decals that allowed for textures to be projected onto interiors in real time (for example, a player in a Torque Game Engine game might fire a weapon that left a bullet hole in the wall, and the bullet hole would be a decal). Torque supported networked games over LAN and the internet with a traditional client-server architecture. Server objects were "ghosted" on clients and updated periodically or upon events.
TorqueScript (also known as TS) is a coding language designed specifically for the Torque Game Engine, with a syntax similar to C++.