Torque 3D is the best full source, low cost solution out there. It is also our flagship engine built on the core strengths of our Front Line Award-winning Torque Game Engine Advanced. Torque 3D has been re-architected for maximum flexibility and performance across a wide-range of hardware. Torque 3D comes equipped with a full suite of tools to allow your team to excel and produce high-quality games and simulations. With deployment paths to PC, Mac, Xbox 360, Wii, and the web, you have the power to distribute games wherever they are played.


World Editor – The World Editor provides your team with an entire suite of WYSIWYG tools to imagine, design, prototype, and produce your game or simulation product.


Live Material Update – Live material updating allows artists to tweak their assets while still in the editor and see their changes in real-time.


COLLADA – Torque 3D supports the COLLADA file format, which is supported by every major art tool, including 3ds Max, Maya, XSI, Blender, and more. This creates a lightning-fast, no-hassle work flow for artists.


Advanced Rendering – Torque 3D provides industry-leading rendering technology with key features that include per-pixel dynamic lighting, normal and parallax occlusion mapping, reflections, Scattersky system for sun, stars, and skies, explosions, and extensible shaders (GLSL/HLSL).


PhysX – Torque 3D comes with an out-of-the-box PhysX integration on Windows which includes cloth dynamics, rigid body physics, destructible objects, fluid buoyancy, and destroyable joints.


Web Publishing – Deploy any Torque 3D project to the web in minutes with our web publishing option. Torque 3D supports all major browsers and your title performs as a native application.


Complete Source Code Access – When you license Torque 3D, you can rest easy knowing you have complete control over customization of the engine. Integrate 3rd party middleware products including physics, sounds systems, lighting products, atmospheric, and foliage systems into your game.

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Version 1.0.9.0 adds 4 new maps and a new game type called RtF (Retrieve the Flag)

Uebergame 1 0 9 0 release HD

​The rules for Retrieve the Flag are as follows:

​Each team starts in his own base or on their own side, its the same spawns as in Team Deathmatch. Then players have to get the flag that is placed somewhere in the map on a flag spawner and bring it to a capture point.

​Flag spawners are usually placed somewhere in the middle of the map and there can be multiple of those depending on map settings. If there are multiple flag spawners, the flag will randomly appear on one of those if the first flag was captured. Multiple flag spawners allow for a bit more dynamic gameplay so more areas of the map will be used and need to be covered.

​Once a flag is taken it has to be brought to a capture point, which is usually the same model as a flag spawner, but in the team's color. So if you are in the blue team and got the flag, you have to bring it to a blue capture point. The capture point is usually placed in the team's own base/spawn, but it can be placed anywhere depending on map settings and there can also be multiple capture points. The flag can also be thrown, which allows for additional tactical variations, its like passing the ball in football games etc.

​Capturing the flag or killing the flag carrier gives bonus points, but in the end the match is won only through reaching the capture limit.

The new maps are all for paintball game type and are:

PB_Gummigrube_01:

PB Gummigrube 1 preview

PB_Gummigrube_02:

PB Gummigrube 2 preview

PB_Gummigrube_03:

PB Gummigrube 3 preview

PB_Gummigrube_04:

PB Gummigrube 4 preview

Most of the maps have been upgraded to work with the new game types, except some maps where the RtF game type would not work so well, like the small paintball fields.

Another new feature is that you can set score limits for all game types now in the server options, in case you want to host a game and modify those settings.

Besides all of that there are also some small changes and bufixes, but nothing special, like some changes to the lighting in the dawn missions to make it less dark and new bullet water impact particles and a new denser rain effect.

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Comments  (0 - 10 of 15)
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fiammybe
fiammybe

Latest version of this engine is now Torque 3D v3.5 - Garagegames.com

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zunnie
zunnie

Hello, does this engine have pre-built AI? I am looking into making something with bots as seen in CounterStrike for example.
The players would be on one team though and the bots would guard areas and fire at the player when spotted.
Does anyone know a good engine with this that is free?

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Guest
Guest

* Engine is now Open Source under MIT License *

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Detnaite
Detnaite

Yeah!

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dark_grome3326
dark_grome3326

I am wondering what sdk can i write this on?????

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Shpuld
Shpuld

Full source access FTW! Engine definitely worth the monay.

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thunderising
thunderising

I've never played a game on this Engine.

Wonder how it would be.

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najeebshah
najeebshah

where can i get this engine from ?/ i am curently using game core3d whhich produces too high end grafix which is bad for my game as i need normal people to play it too so plz tewll me where to get thsi from

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pepperMcjack
pepperMcjack

from the Garage Games site....at the price of only 1000$

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jakeb89
jakeb89

$99 now, major price drop I guess. No royalties, one price, full sorce.
Garagegames.com

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Nuvendil
Nuvendil

Now Free. Major price drop. No royalties, one download, full source :P

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This is the worst engine ever made by people claiming to be competent engineers. Stay away if you're at all serious about making a decent game.

Oct 7 2010 by stewiekern

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