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Torque (game engine)
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|
| Torque Game Engine | |
|---|---|
| Developer | GarageGames |
| Initial release | proprietary: 1.0 / September 28, 2009[1] open-source: 1.2 / September 20, 2012[2] |
| Stable release | 4.0.3
/ February 8, 2023[3] |
| Repository | github |
| Written in | C++, C |
| Operating system | Windows, macOS, Linux |
| Platform | Personal computer |
| Type | Game engine |
| License | MIT License[4] |
| Website | https://torque3d.org/torque3d/ |
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.[5]
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.[6]
Inception
[edit]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.[7] In January 2011, GarageGames was re-acquired by Graham Software Development, and their name was reverted back to the original.[8]
GarageGames released Torque 3D as open-source software under the MIT License on September 20, 2012.[9][2] Torque 2D followed on February 5, 2013.[10] 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,[11] and the latest stable release of Torque 3D was marked February 2023, on GitHub.[12]
History
[edit]Original Torque Game Engine
[edit]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++.[13]
Torque 3D
[edit]| Torque 3D | |
|---|---|
| Developer | GarageGames |
| Stable release | 3.10.1
/ April 5, 2017 |
| Operating system | Microsoft Windows, macOS, Linux |
| Platform | PC |
| Type | Game engine |
| License | 1.2 and later: MIT License Before 1.2: Proprietary commercial software |
| Website | Official Torque3D website |
Torque 3D, version 1.2, was released as open-source software under the MIT License on September 20, 2012, and is being actively maintained, the current version being 4.0.3.[14] Originating as a successor to Torque Game Engine Advanced (TGEA), Torque 3D features PhysX support, modern shader features, an advanced deferred lighting model, as well as build support for Windows, macOS and Linux.[6] DTS and DIF have been superseded by COLLADA, a more commonly supported interactive 3D model file format. The DIF format has been completely deprecated, while DTS is still used as an internal format.
Release history
[edit]| Version | Release date | Notes | Latest patch release |
|---|---|---|---|
| 1.0 | September 2012[2] | Initial open-source software release derived from the proprietary 1.2 version. | 1.1 |
| 2.0 | December 2012[15] | Added a "Project Manager" to replace the "Toolbox" from the proprietary version of Torque 3D that had to be removed due to copyright issues. | |
| 3.0 | May 2013[16] | Initial Oculus Rift support. | |
| 3.5 | November 2013[17] | Inclusion of a Blinn–Phong shading resource. | 3.5.1 |
| 3.6 | October 2014 | 64-bit and CMake support.[18] | 3.6.3 |
| 3.7 | June 2015[19] | Initial Linux support. | |
| 3.8 | October 2015[20] | Bugfixes. | |
| 3.9 | July 2016[21] | Bugfixes. | |
| 3.10 | February 2017[22] | OpenVR and OS X support. Final release from GarageGames. | |
| 4.0 | August 2022[23] | Implemented PBR rendering, assets and modules system, added Assimp library to support more model formats.[24] | 4.0.3 |
Torque 2D
[edit]| Torque 2D | |
|---|---|
| Developer | GarageGames |
| Stable release | 3.3
/ April 1, 2016 |
| Operating system | Microsoft Windows, macOS, Linux, WebGL, iOS, Android |
| Platform | PC |
| Type | Game engine |
| License | 2.0 and later: MIT License Before 2.0: Proprietary commercial software |
| Website | Official Torque2D page on Torque3D website |
Torque 2D, originally Torque Game Builder, is a game engine designed for 2D games and based on the Torque Game Engine.[25] It was first released in 2006, in a standard and a pro version, with the professional version including the source code.[25] Torque 2D started as Torque Game Builder because the ultimate goal was to make it a game-making suite. It was used for instance to create the puzzle game And Yet It Moves (2009, Broken Rules, WiiWare) and dozens of other games. The latest "Torque game builder" release was 1.7.6 from December 2011.[26] In 2012 a Torque 2D MIT edition was created as combination of the previous "Torque Game Builder" and iTorque 2d, an iOS fork.[27] On February 5, 2013, Torque 2D MIT was released in version 2.0 as open source software.[10][28][29] Torque 2D's development continues on GitHub with latest version being v.3.4 from May 2018.[11]
Release history
[edit]| Version | Release date | Notes |
|---|---|---|
| 2.0 | February 2013[10] | Initial open-source software release. |
| 3.0 | May 2014[30] | Xbox 360 controller support. |
| 3.1 | August 2014[31] | Bitmap font support. |
| 3.2 | December 2015[32] | Ogg support. |
| 3.3 | April 2016[33] | Positional audio support. |
| 3.4 | May 2018 | Bugfixes. Final release from GarageGames. |
Torque Game Engine Advanced
[edit]| Torque Game Engine Advanced | |
|---|---|
| Developer | GarageGames |
| Stable release | 1.8.2
/ October 18, 2009 |
| Operating system | Microsoft Windows, macOS, Linux |
| Platform | PC, games can be ported to Xbox 360 |
| Type | Game engine |
| Website | Official Torque Game Engine Advanced product page on GarageGames website |
Torque Game Engine Advanced (formerly known as Torque Shader Engine) was an expanded version of Torque Game Engine made to support advanced technologies including shaders, per-pixel lighting, and massive terrains. This version of the engine has been ported to Microsoft's Xbox and Xbox 360 console systems. Several Xbox Live Arcade games have been released using the Torque engine, most notably Marble Blast Ultra. First release was January 23, 2007 with the 4.2 Beta, production release of TGEA 1.0 and end of Early Adopter Program was on February 15 of the same year.
Although TGEA supported the existing Torque Legacy Terrain, TGEA incorporated entirely new terrain rendering engine, the Atlas Terrain Engine, which is an improvement over the blended terrains of TGE. Atlas used GPU hardware to render a massive terrain block and its textures. This allowed Atlas to scale with faster systems of the future. A shaded water rendering system was implemented with full reflection, refraction, and Fresnel reflection. TGEA incorporated a lighting system based on Torque Lighting Kit, including a light manager tool, scene lighting, and dynamic shadows among others.
Torque Game Engine Advanced 1.0 supported Direct3D rendering via an API-independent graphics layer. Future versions were expected to support both Direct3D and OpenGL pipelines to allow TGEA to support macOS and Linux platforms as well as Windows. There had also been planned TGEA compatibility with Microsoft's game development suite for the Xbox 360, XNA Game Studio Express. TGEA contained several ready-to-apply shaders and common shader settings. Custom shaders based on High Level Shader Language could be compiled by the engine and applied as custom materials. This could be applied to both interior and exterior type 3D art assets. Fallback materials could be configured to allow support of pixel and vertex 1.x first-generation video cards.
The latest release of TGEA, 1.8.2, became available in November 2009.
Torque Lighting Kit
[edit]Torque Lighting Kit was an expansion pack to the Torque Game Engine developed by John Kabus and Synapse Gaming. It added a variety of enhanced lighting features to the Torque Game Engine. In the latest release,[34] features such as dynamic lighting and shadowing were added. Torque Lighting Kit was later included as part of Torque Game Engine 1.5 and Torque Game Engine Advanced. In 2008, Kabus and Synapse Gaming stopped supporting Torque, began a partnership with Microsoft, and packaged their lighting technology and other new tech into the Sunburn XNA Game Engine.[35]
Torque X
[edit]After the release of Torque Game Builder, GarageGames began to develop Torque X, a game engine based on Torque Game Builder using a component system that allows multiple game objects to have the same abilities, running on Microsoft's XNA Framework.[36][37] Many of the 3D features were left incomplete and never finished. Specifically, 3D terrain using RAW height maps suffered from a lack of working examples, shadows were substandard (consisting only of a spherical shadow texture projected on the terrain), the ability to use skinned meshes for animated models was not working (non-skinned meshes worked), and the 3D rigid-body physics suffered from several issues.
Reception and usage
[edit]The Torque engine and its derivatives have been used in the development of a variety of games, especially among independent video game developers. Commercial titles developed using the Torque engine include BoneTown, Blockland, Marble Blast Gold, Minions of Mirth, TubeTwist, Ultimate Duck Hunting, Wildlife Tycoon: Venture Africa, ThinkTanks, The Destiny of Zorro, Penny Arcade Adventures and indie video games The Age of Decadence, BeamNG.drive, The Cat and the Coup, Dead State, Frozen Synapse, S.P.A.Z. and Villagers and Heroes. The open-source video game Uebergame also uses the engine.[38]
References
[edit]- ^ "Torque 3D 1.0 released". GarageGames.
- ^ a b c Wyand, Dave (20 September 2012). "It's here! The MIT licensed Torque 3D GitHub repo is ready!". GarageGames. Archived from the original on 22 May 2022. Retrieved 29 May 2022.
- ^ "Torque3D 4.0.3". GitHub.
- ^ "Torque being open-source since 2012". Gamasutra.
- ^ "GarageGames to Release T3D as Open Source". GarageGames. 2012-09-20. Archived from the original on 2020-11-12. Retrieved 2012-09-11.
- ^ a b "Torque 3D Features". GarageGames.
- ^ Preisz, Eric. "November Update". Blogs | Community | GarageGames.com. Torquepowered.com. Retrieved 2012-06-17.
- ^ Preisz, Eric (2011-01-20). "Welcome Back GarageGames!". Blogs | Community. GarageGames. Retrieved 2012-06-17.
- ^ "GarageGames to Release T3D as Open Source". GrarageGames. 2012-09-20. Archived from the original on 2020-11-12. Retrieved 2012-09-11.
- ^ a b c Perry, Michael (5 February 2013). "Torque 2D MIT 2.0 Now Available!". GarageGames. Archived from the original on 22 May 2022. Retrieved 29 May 2022.
- ^ a b "Torque2D/releases". GitHub. April 2016.
- ^ ""Release Torque3D 4.0.3"". GitHub.
- ^ "TorqueScript". GarageGames. Retrieved 2017-08-02.
- ^ "Torque engine release 4.0.3". GitHub.
- ^ Wyand, Dave (19 December 2012). "Torque 3D Open Source 2.0 Launch". GarageGames. Archived from the original on 22 May 2022. Retrieved 29 May 2022.
- ^ Wyand, Dave (9 May 2013). "Torque 3D Open Source 3.0 Launch". GarageGames. Archived from the original on 22 May 2022. Retrieved 29 May 2022.
- ^ Wyand, Dave (13 November 2013). "Torque 3D Open Source 3.5 Launch". GarageGames. Archived from the original on 22 May 2022. Retrieved 29 May 2022.
- ^ Buckmaster, Daniel (8 October 2014). "Torque 3D 3.6.1 released!". GarageGames. Archived from the original on 19 May 2022. Retrieved 29 May 2022.
- ^ Buckmaster, Daniel (24 June 2015). "Torque 3D 3.7 released". GarageGames. Archived from the original on 20 May 2022. Retrieved 29 May 2022.
- ^ Raab, Jeff (6 October 2015). "Torque 3D 3.8 Released!". GarageGames. Archived from the original on 22 May 2022. Retrieved 29 May 2022.
- ^ Raab, Jeff (12 July 2016). "Torque 3D 3.9 Released!". GarageGames. Archived from the original on 20 May 2022. Retrieved 29 May 2022.
- ^ Raab, Jeff (7 February 2017). "Torque 3D 3.10 is released!". GarageGames. Archived from the original on 19 May 2022. Retrieved 29 May 2022.
- ^ "Release Torque3D 4.0". GitHub. 11 August 2022. Archived from the original on 8 December 2023. Retrieved 8 December 2023.
- ^ "Version 4.0". Torque3D. Archived from the original on 8 December 2023. Retrieved 8 December 2023.
- ^ a b Dobson, Jason (2006-06-21). "Product: GarageGames Releases Torque Game Builder". Gamasutra.
- ^ Perry, Michael (2011-12-16). "Torque 2D (TGB) 1.7.6 Released". Torque Game Builder. GarageGames.
- ^ "GarageGames is Proud to Announce Torque 2D MIT!". GarageGames.
Take Torque 2D, combine it with iTorque, add in Box 2D physics, several major enhancements and bug fixes, and make it open source. That is Torque 2D MIT.
- ^ O'Conner, Alice (2012-09-11). "Torque 3D engine going open-source and free". Shacknews. Retrieved 2023-03-20.
- ^ Larabel, Michael (2012-09-10). "Torque 3D engine going open-source and free". Phoronix. Retrieved 2023-03-20.
- ^ Perry, Michael (3 May 2014). "Torque 2D 3.0 COMPLETE!". GarageGames. Archived from the original on 22 May 2022. Retrieved 29 May 2022.
- ^ Perry, Michael (14 August 2014). "Torque 2D 3.1 Available Now!". GarageGames. Archived from the original on 22 May 2022. Retrieved 29 May 2022.
- ^ Robinson, Peter (30 December 2015). "Torque 2D 3.2 Released!". GarageGames. Archived from the original on 19 May 2022. Retrieved 29 May 2022.
- ^ Robinson, Peter (3 April 2016). "Torque 2D 3.3 Released!". GarageGames. Archived from the original on 20 May 2022. Retrieved 29 May 2022.
- ^ "Latest release of Torque". GarageGames.
- ^ "Microsoft XNA partners". Archived from the original on 2011-01-07.
- ^ "Torque X Website on GarageGames". Archived from the original on 2008-04-23.
- ^ "XNA Partners Website". Archived from the original on 2008-05-07.
- ^ Dawe, Liam (26 September 2017). "Uebergame, a free and open source shooter has a new release". GamingOnLinux. Retrieved 2023-02-07.
External links
[edit]- Torque Engine product page
- Roar of the Indy - article in Business Week on the Torque Game Engine (2005)
- Official Torque3D MIT Website
- Torque3D MIT Forum
- Torque3D MIT Wiki
Torque (game engine)
View on GrokipediaOrigins
Inception and Early Development
The Torque game engine traces its origins to the work of Dynamix, a video game development studio founded in 1984 and acquired by Sierra On-Line in 1992. Dynamix began developing the foundational technology for what would become Torque during the late 1990s, evolving from their earlier Darkstar engine. This effort culminated in the 1998 release of Starsiege: Tribes, a multiplayer-focused first-person shooter that introduced key innovations such as expansive outdoor terrains supporting up to 32 players, advanced client-server networking for low-latency gameplay, and the TorqueScript language for runtime scripting and modding. These elements established the engine's emphasis on scalable multiplayer experiences and extensibility.[1][5] The engine saw further refinement with the 2001 release of Tribes 2, Dynamix's final major project, which enhanced graphical fidelity, physics simulation, and mission editing tools while maintaining the core architecture from Starsiege: Tribes. However, Sierra's closure of Dynamix later that year marked a pivotal transition. A group of Dynamix veterans, including Jeff Tunnell (co-founder of Dynamix), Tim Gift, Rick Overman, and Mark Frohnmayer, established GarageGames in late 1999 to early 2000 with the goal of empowering independent developers through accessible game technology. They negotiated a licensing agreement with Sierra (later under Vivendi) to acquire and commercialize the Tribes 2 engine, rebranding it as the Torque Game Engine and preparing it for broader distribution.[6][7][1] GarageGames' early development efforts centered on stabilizing and adapting the engine for cross-platform use (initially Windows, Linux, and Mac OS X) while introducing an affordable licensing model priced at $100 for hobbyists and up to $10,000 for commercial releases based on revenue thresholds. This approach, launched in 2001, included a basic SDK with integrated tools for world building, asset import, and multiplayer testing, reflecting the founders' vision of a "garage-friendly" toolkit that lowered barriers for small teams. The engine's initial versions prioritized performance on mid-range hardware, supporting features like dynamic lighting, particle effects, and AI pathfinding inherited from the Tribes lineage, setting the stage for its adoption in indie titles.[7][1]Licensing and Initial Release
The Torque Game Engine originated from the technology developed by Dynamix for the 1998 multiplayer shooter Starsiege: Tribes, which was later refined for Tribes 2 in 2001.[1] Following Dynamix's closure by parent company Sierra On-Line in August 2001, several key Dynamix engineers founded GarageGames and licensed the underlying engine code from Sierra, rebranding and releasing it as the standalone Torque Game Engine in 2001 to empower independent game developers.[8] This initial release marked a pivotal shift, transforming a proprietary AAA engine into an accessible toolset with built-in support for 3D rendering, physics, and multiplayer networking, targeted at hobbyists and small studios unable to afford high-end licensing fees from established providers.[1] GarageGames' initial licensing model for Torque was proprietary and tiered to promote indie accessibility, featuring a flat-fee structure with no royalties on resulting games. The entry-level "indie" or "hobbyist" license was priced at $100, granting full access to the engine binaries, tools, and documentation for non-commercial or low-revenue projects, while allowing redistribution of compiled games without further payments.[9] Commercial licenses started at $10,000 per title for larger studios, covering unlimited seats and source code access, though GarageGames later adjusted pricing—such as reducing commercial fees to $495 per seat by 2004—to broaden adoption amid growing competition.[10] This model emphasized perpetual licenses without time limits, enabling developers to retain ownership of their intellectual property and encouraging community-driven extensions through GarageGames' online forums and resource sharing.[11] The affordable entry point democratized advanced game development, leading to rapid uptake; by 2005, Torque powered over 100 indie titles and prototypes, including early hits like Marble Blast.[12] However, the proprietary nature restricted modifications to licensed source code, prompting GarageGames to evolve the licensing over time—culminating in the 2012 release of Torque 3D under the permissive MIT open-source license to foster broader collaboration and sustainability.[1]Engine Variants
Original Torque Game Engine
The Original Torque Game Engine (TGE), developed by GarageGames, originated from the proprietary engine created by Dynamix for the multiplayer first-person shooter Starsiege: Tribes in 1998 and its sequel Tribes 2 in 2001. Following Dynamix's closure by Sierra Entertainment in 2001, several veteran developers, including Paul Jaquays and Mike Dorsey, founded GarageGames and licensed the core technology from Sierra, adapting it into a commercial 3D game engine targeted at independent developers. This adaptation emphasized accessibility, with an initial licensing fee of $100, enabling hobbyists and small teams to build high-quality games without multimillion-dollar budgets.[1][13] Technically, TGE featured a modular C++ architecture with TorqueScript, a lightweight, C-like scripting language that allowed rapid prototyping of game logic, AI behaviors, and user interfaces without recompiling the engine. It excelled in multiplayer scenarios through a server-authoritative networking model with client-side prediction, supporting up to 128 players in fast-paced environments, as demonstrated in titles like Marble Blast Gold (2003). The engine's rendering system relied on OpenGL for cross-platform compatibility (Windows, Linux, macOS), incorporating fixed-function pipeline capabilities such as vertex and pixel shaders for basic effects like bump mapping, specular lighting, and particle systems, though it lacked advanced deferred rendering found in later variants.[1][13][14] TGE included built-in tools for world-building, such as the World Editor for placing objects and shapes, Terrain Editor for generating large-scale landscapes with heightmap-based deformation, and Interior Editor for level geometry. Physics simulation used a custom rigid-body system integrated with the Open Dynamics Engine (ODE), handling collisions, vehicles, and projectiles efficiently for action-oriented gameplay. Audio support via OpenAL enabled 3D positional sound, while the GUI system facilitated customizable menus and HUDs. These features powered over 200 commercial and indie titles, including Tubular Worlds (2004) and Shadows of the Servants (2006), highlighting its robustness for mid-range hardware of the era.[1] Licensing evolved from a straightforward perpetual model to include source code access for $750, fostering community modifications while retaining proprietary status until the engine's successors were open-sourced in 2012. Updates like version 1.4 in 2005 added workflow improvements, such as hot-reloading assets and enhanced AI pathfinding, extending TGE's viability into the late 2000s before it was succeeded by Torque Game Engine Advanced.[13][12]Advanced and Specialized Variants
The Torque Game Engine Advanced (TGEA) represents a significant evolution of the original Torque engine, incorporating advanced rendering techniques and expanded capabilities tailored for more demanding projects. Released in 2007 by GarageGames, TGEA introduced support for modern graphics hardware, including procedurally generated shaders and advanced material systems that enable complex visual effects such as dynamic lighting and terrain rendering.[15] It also enhanced networking with lightweight, scalable physics simulation capable of handling hundreds of players, rigid body dynamics, and vehicle interactions, making it suitable for multiplayer titles.[16] By version 1.8 in 2008, TGEA added OpenGL support and Mac OS X compatibility, broadening its cross-platform reach while maintaining full C++ source access under an indie licensing model priced at $295.[17] Torque X, launched in 2007, served as a specialized variant optimized for Microsoft's XNA framework, shifting from C++ to C# scripting for easier integration with Xbox 360 and Windows development. This adaptation allowed developers to leverage XNA's tools for audio, input, and content pipelines, while retaining core Torque features like robust networking and real-time editors.[18] Bundled with the free Torque Game Builder for 2D prototyping, Torque X targeted independent creators aiming for console deployment without extensive low-level programming. Although officially discontinued after GarageGames' acquisition, community efforts continued its maintenance as the Community Enhanced Version (CEV), preserving its utility for XNA-based projects.[19] Other specialized adaptations included iTorque 2D, a mobile-focused variant released around 2010 for iOS and OS X platforms, emphasizing touch-based interactions and AI behaviors for 2D games. Version 1.5 expanded support to iOS 5 and Xcode 4, incorporating over 30 new AI features and multi-touch demos to facilitate portable game development.[20] These variants collectively extended Torque's ecosystem beyond the original engine, enabling targeted applications in high-fidelity graphics, console scripting, and mobile experiences while adhering to GarageGames' affordable licensing philosophy.Torque 2D
Torque 2D, originally released as Torque Game Builder by GarageGames on June 21, 2006, is a specialized 2D game engine derived from the foundational Torque technology originally developed for 3D applications.[21] Designed to streamline 2D game creation, it provides a C++-based core for high-performance rendering and simulation, combined with the TorqueScript language for accessible scripting of game logic, UI, and behaviors. This hybrid approach enables developers to prototype rapidly while maintaining efficiency for complex projects, distinguishing it from purely script-driven 2D tools of the era. The Torque 2D Rocket Edition (version 4.0 and beyond), released in early access in 2021, remains in development as of 2025, prioritizing developer productivity through features like the Asset Manager for streamlined resource handling and the Project Manager for collaborative workflows.[22][23] The engine's architecture emphasizes modularity, allowing seamless integration of assets, animations, and audio systems. Core capabilities include Box2D-powered physics for realistic collisions and dynamics, tilemap editing for level design, particle systems for visual effects, and advanced camera controls supporting zooming, panning, and parallax scrolling. Its batched OpenGL rendering optimizes draw calls, ensuring smooth performance even on resource-constrained devices. Multi-platform support spans desktop (Windows, macOS, Linux), mobile (iOS, Android), and web (via HTML5 export), facilitating broad distribution without extensive retooling.[23] In May 2014, GarageGames open-sourced Torque 2D with version 3.0 under the permissive MIT license, transitioning it to community maintenance and eliminating prior commercial barriers.[24] This shift spurred ongoing enhancements, including improved networking for multiplayer titles and expanded toolsets. These updates have sustained its relevance for indie developers seeking a robust, free alternative to modern 2D engines. Torque 2D has powered a diverse array of independent games, showcasing its versatility in genres from action-strategy to simulations. A prominent example is Space Pirates and Zombies (2011), a top-down space combat title that leveraged the engine's physics and scripting for fleet management and procedural generation, achieving critical acclaim for its tactical depth. Other titles, such as Drip Drip and It's A Wipe!, highlight its efficacy in puzzle and arcade experiences, contributing to its adoption in over a hundred professional projects since inception.[25]Torque 3D
Torque 3D is an open-source 3D game engine developed by GarageGames, designed to facilitate the creation of high-quality 3D games and simulations by providing a comprehensive software development kit (SDK) with full source code access.[26] It builds upon the foundational technology of the original Torque Game Engine, which originated from Dynamix's work on Starsiege: Tribes in 1998 and evolved after the studio's closure in 2001, when GarageGames founders licensed and commercialized it.[1] Released in 2009, Torque 3D advanced the engine's capabilities to support modern rendering pipelines and enhanced tools, aiming to make game development more accessible, efficient, and cost-effective without requiring deep C++ expertise for core gameplay implementation.[1][26] The engine's architecture is written primarily in C++, offering extensibility through plugins and a C-like scripting language called TorqueScript, which allows developers to handle gameplay logic, AI, and user interfaces without recompiling the core code.[1][26] Key features include a flexible rendering system supporting both forward and deferred pipelines with per-pixel lighting, a robust PostFX framework for effects like high dynamic range (HDR) lighting and depth of field, and built-in networking optimized for server-authoritative multiplayer experiences in fast-paced genres such as shooters.[1] Physics simulation is plugin-based, integrating options like NVIDIA PhysX or Bullet for rigid body dynamics, cloth simulation, and vehicle physics, while audio and input systems are similarly modular for cross-platform compatibility on Windows, macOS, and Linux.[1][27] Torque 3D includes a suite of integrated tools to streamline asset creation and level design, such as the World Editor for terrain and scene building, Shape Editor for 3D models in DTS and COLLADA formats, Material Editor for shaders, and a WYSIWYG GUI Editor for interfaces, all featuring real-time previews and asset auto-reload.[26] In September 2012, GarageGames released the full source code under the permissive MIT license, transitioning maintenance to a community-driven Steering Committee and enabling free use for commercial and non-commercial projects.[1] This open-sourcing has fostered a resilient developer community, with the engine powering hundreds of titles across genres like first-person shooters, strategy games, and MMORPGs, leveraging its proven scalability from legacy applications such as Tribes 2.[27] As of version 4.0.3 (2023), with version 4.1 in development (as of 2025) emphasizing editor tools, memory management, and enhanced threading via the Directors, Objects, and Components (DOCs) architecture, it maintains its reputation for reliable, high-performance 3D game development.[27][28]Technical Architecture
Rendering and Graphics Capabilities
The Torque game engine's rendering system originated with a foundation in OpenGL, augmented by the custom DGL (Direct Graphics Layer) library, which provides abstractions for higher-level primitives, resource management, and texture handling to streamline development.[29] This setup in the original Torque Game Engine (TGE) supported a modular 3D rendering pipeline managed through the 3Space (TS) library, utilizing TSShape objects for static mesh data, materials, and animations, alongside TSShapeInstance for runtime rendering and dynamic detail levels.[30] The pipeline emphasized efficiency for mid-2000s hardware, incorporating fixed-function OpenGL calls with custom matrix handling (e.g., dglSetFrustum for projection and dglLoadMatrix for transformations) and a unique coordinate system oriented along the positive Y-axis.[29] Early lighting in TGE relied on basic vertex-based illumination with support for dynamic lights, but lacked advanced per-pixel effects, focusing instead on real-time performance for multiplayer scenarios like those in Tribes 2, from which it derived. Subsequent variants introduced significant enhancements; the Torque Game Engine Advanced (TGEA) rewrote the entire rendering codebase for modern graphics hardware, introducing advanced lighting capabilities enabling hundreds of dynamic lights with global real-time illumination. TGEA's lighting system supported configurable light objects as static or dynamic omni/spot sources, multiple shadowing algorithms including self-shadowing, bloom, specularity, and high dynamic range (HDR) effects, all editable in-game via dedicated tools.[16] Procedural shader generation allowed for bumpmapping, normal mapping, detail maps, cubemapping, glow, refraction, reflection, texture animation, and fog integration, with a custom shader interface compatible with tools like NVIDIA's FX Composer and ATI's RenderMonkey, including fallback mechanisms for cross-platform compatibility.[15] In Torque 3D, the rendering capabilities evolved further to offer dual pipelines: a high-performance forward renderer for basic lighting and a deferred renderer based on the light pre-pass technique for advanced scenarios, allowing developers to balance visual fidelity and performance based on project needs.[31] Shaders are authored in GLSL or HLSL, supporting per-pixel lighting, normal mapping, and parallax occlusion mapping, with materials creatable via a high-level editor or custom code.[31] The PostFX system extends visual effects with HDR and light adaptation, depth of field, lens flares, god rays, screen-space ambient occlusion (SSAO), fast approximate anti-aliasing (FXAA), refraction, reflection, and glow, alongside built-in shaders for water (with normal-mapped reflections and perturbations), skies, and suns.[31] Specialized features like GeoTerrain in TGEA and Torque 3D include multi-pass texturing, layered volumetric fog, portal-based interiors with animated lightmaps, and unlimited-size water blocks for oceans.[16] Torque 2D, tailored for 2D games, employs an OpenGL-based batched rendering system optimized for sprites, tiles, and particles, maintaining compatibility with the broader engine's texture and animation tools while prioritizing 2D-specific efficiency.[32] Across variants, the rendering architecture emphasizes extensibility, with batched geometry processing for high polygon counts and scenegraph optimizations to handle complex environments without sacrificing frame rates on target hardware.[15]Physics, Networking, and Simulation
The Torque game engine's physics system, in its original implementation, utilized a built-in rigid body dynamics engine supporting collision detection, constraints, and vehicle physics, optimized for real-time gameplay in 3D environments.[33] This core physics handled convex collision shapes for game objects, enabling interactions like impacts and forces without requiring external libraries, though it was designed for simplicity rather than advanced simulations.[33] Later variants, such as Torque 3D, introduced a modular plugin architecture that allows swapping the built-in physics for more sophisticated options like NVIDIA PhysX or Bullet Physics, providing enhanced capabilities including cloth dynamics, destructible objects, joints, and fluid buoyancy simulations.[1] The plugin system supports multi-threaded processing, with configurable thread counts (defaulting to two) to balance performance across CPU cores, and includes optimizations for single-player modes to reduce computational overhead.[34] Physics simulation modes—ClientOnly, ServerOnly, or ClientServer—ensure synchronization between local and remote instances, integrating seamlessly with game objects via TorqueScript commands for applying forces and detecting collisions.[34] Networking in Torque is architected around a server-authoritative client-server model, integral to the engine even in single-player scenarios to simulate multiplayer consistency.[35] This model scopes and ghosts relevant objects (e.g., players and environmental elements) to clients based on visibility or proximity, using ghost IDs to track up to 4096 objects per connection, with updates prioritizing recent state data to minimize bandwidth usage.[36] Data transmission employs a BitStream for efficient packing, caching strings and simulation blocks via NetStringTable and SimDataBlock to send only deltas, addressing limited bandwidth by classifying packets into types like Unguaranteed (for non-critical updates), Guaranteed Ordered (for sequenced events), and Most-Recent State (for position syncing).[36] Latency compensation relies on client-side prediction, interpolation, and extrapolation—extrapolating up to 250ms for smooth movement—while the server corrects discrepancies to prevent cheating, supporting hundreds of players in scenarios with networkable physics.[36][16] Event handling further enables custom multiplayer interactions, such as synchronized actions, through TorqueScript-exposed functions.[36] Simulation capabilities in Torque extend beyond core physics to encompass dynamic environmental and behavioral modeling, leveraging the engine's scripting layer for procedural generation and real-time interactions. The built-in particle system supports complex emitters for effects like explosions, fire, and debris, integrated with physics for realistic trajectories and collisions.[23] AI simulation uses AIPlayer objects in TorqueScript, allowing pathfinding, destination targeting, and callback functions like onReachDestination for autonomous behaviors in both single- and multiplayer contexts.[31] Vehicle and ragdoll simulations build on rigid body physics, with advanced variants adding destructible joints and fluid interactions via plugins, enabling high-fidelity recreations for genres like racing or combat.[1] Overall, these features prioritize server-side authority for consistency in networked simulations, with client optimizations ensuring low-latency feedback in resource-constrained environments.[37]Scripting, Tools, and Extensibility
Torque employs TorqueScript as its primary scripting language, a high-level, interpreted system designed for rapid game development without requiring compilation.[38] Developed originally for the Tribes 2 engine and refined in subsequent Torque iterations, TorqueScript resembles C++ in syntax but operates at runtime, allowing developers to modify gameplay elements like AI behaviors, inventory systems, and collision detection directly in .cs files.[38] This enables immediate testing and iteration, making it accessible for non-programmers while supporting complex logic through features such as datablocks for object definitions (e.g.,datablock PlayerData(DefaultPlayerData) { renderFirstPerson = true; mass = 100; }).[38]
Key advantages of TorqueScript include its integration with the engine's C++ core, where scripts can expose and manipulate engine objects without rebuilding the executable, facilitating quick prototyping of game flow, weapons, and UI interactions.[38] For instance, developers can script camera controls or event callbacks, such as setting an AI player's destination with a completion function, all while the engine handles underlying rendering and physics.[1] Unlike direct C++ modifications, TorqueScript changes take effect instantly upon reload, reducing development cycles for gameplay tuning.[39]
The engine provides an integrated suite of tools for asset creation and level design, including editors for terrain, materials, shapes, roads, rivers, and GUIs that facilitate iterative development.[1] The World Editor supports terrain sculpting, object placement, and environmental effects like cloud layers and foliage painting, allowing real-time level construction.[40] The GUI Editor enables WYSIWYG design of user interfaces, such as HUDs and menus, with script-generated elements saved directly for integration.[1]
Additional specialized editors enhance workflow efficiency: the Shape Editor previews and refines imported 3D models, the Material Editor creates visual effects without writing shaders, and the Road and River Editor facilitates path-based environmental detailing with decals and splines.[1] Particle and Forest Editors handle dynamic effects and vegetation placement, while asset auto-reload features ensure seamless iteration during development.[1] These tools output data compatible with TorqueScript, bridging visual authoring with programmable logic.
Extensibility in Torque stems from its fully open-source C++ codebase under the MIT license, granting developers complete access to modify core systems like rendering pipelines or integrate third-party libraries such as MySQL or Havok physics.[39] Modding is streamlined through TorqueScript for high-level customizations, such as adding new game modes or behaviors, combined with a plugin architecture that allows modular extensions without altering the base engine.[1] Recent developments include the Directors, Objects, and Components (DOCs) architecture in version 4.1 (as of 2025), focusing on quality-of-life improvements, memory management, and enhanced threading for better performance and modularity.[4] This dual approach—scripting for rapid tweaks and C++ for deep optimizations—supports community-driven enhancements, including custom editor modes as plugins, fostering long-term adaptability for diverse game genres.[39]