Torque Game Engine Advanced v1.7.1
Torque Game Engine Advanced v1.7.1 - 181 Mb
You're an experienced coder with strong skills and you're ready for game-making technology that lets you make truly stunning games. You've seen dramatic visuals applied to games and you've been waiting for the opportunity to use those same effects to make the next big game everyone wants to play.
TGEA is not a beginner's engine. You need to have a solid foundation for scripting, editing, physics, networking, animation, and debugging if you want to finish the game idea that's been stirring at the back of your mind for the last two years. But if you're willing to take the time to get into this engine, Torque can propel your talent to new heights.
TGEA shares many of TGE's greatest strengths like TorqueNet, GeoTerrain, Torque Lighting System, and Puppeteer Mesh Animation. Want eye-catching water, jaw-dropping reflection and refraction effects, or the ability to quickly compose complex scenes with huge numbers of polygons? This engine empowers you to do it all.
When you license Torque Game Engine Advanced, you get the full access to source code and complete documentation. You'll also join the more than 100,000 strong GarageGames development community. Our community of Torque developers is generous in sharing solutions, tools, and experience working with Torque products. You need only post in the forums for help with any issue. Like all our Torque licenses, with TGEA you pay no royalties to GarageGames, ever.
Mission Builder
The Mission Builder is an in-game tool encompassing eight sub-editors tightly integrated with each other which provide the backbone for creating, modifying, and saving the various unique areas of your game. The major components of the Mission Builder are the World Builder and Terrain Builder.
World Builder
The Integrated WYSIWYG World Builder is a powerful object placement toolkit for the easy building of game scenes and structures. This editor gives you control over all elements of the in-game environment from a graphical viewpoint, and you can create, place, size, scale and rotate individual mission objects, as well as view and modify any of the properties of those objects. Simply select an object and you can easily manipulate all of its script-exposed parameters via text boxes, spinners, radio-buttons, and/or checkboxes. Edit the parameters for water, terrain, the character, the sky, and other objects with ease. The 3D World View is not blocked by any dialogs or menus, giving you an almost-full screen view while you manipulate objects via mouse and hot-keys in real time.
Terrain Builder
Terrain is the basis for the large outdoor areas seen in many Torque games. Torque represents open landscapes using a heightmap to determine elevation, and can blend up to 6 textures together over the terrain's surface. Terrain is edited in-game using the built-in Mission Editor. The Terrain Builder consists primarily of the Terrain Editor and GeoTerrain. Atlas-generated terrains can also be used and edited to a limited degree in the Terrain Builder (further integration of Atlas into existing tools is planned for future versions of TGEA). You can find out more about GeoTerrain and Atlas on their respective pages.
Terrain Editor
The terrain editor is a sculpting tool for GeoTerrain, although to call it a mere sculpting tool sells it short. With the terrain editor, level designers have direct control over the form of their terrains. With its host of smoothing, sculpting, and growing/reducing tools, you can create whatever worlds you can imagine! The terrain editor allows you to manually adjust the height of the mission map as well as define whether portions of the map 'exist' at all. You can load images as terrain files and apply various algorithmic filters to the terrain. For example, by selecting a number of textures and applying such filters, you can determine blending, placement, and other variables. You can even choose from a palette of textures and paint directly onto the terrain.
GUI Builder
"GUI" stands for Graphical User Interface. It is the summation of all the controls (windows, buttons, text fields, etc) that are used to interact with a game and it's settings. The GUI Builder is an easy to use, drag and drop graphical user interface creator. Torque's GUI system is a powerful and flexible in-game tool, which provides immediate feedback about the design as it is being created. It offers precise control over your game's interfaces, and allows you to create most any interface you can imagine. GUIs are important because they are the interfaces users of your game will use constantly, every time they play. All games require a GUI of some kind, whether it's the menu screen, an in-game Heads-Up Display (HUD), or an options dialog, every game needs GUI controls which can
receive user input, and display results in a visual fashion. Designing intuitive, easy to use interfaces that gamers interact with is a major part of game design and knowing how to utilize the GUI Editor to its fullest potential is critical to your game's success.
Procedurally Generated Shaders
TGEA has a powerful system which allows developers to simply specify Material properties in order to create advanced shader effects. TGEA then automatically writes its own shaders based on the Material definitions. This "procedurally generated" shader system saves developers a lot of time, dramatically increasing productivity by making it much easier to create advanced, cutting-edge shader effects without a lot of programming or technical know-how.
These procedurally generated shaders are output to the shaders directory, so that you can view the HLSL shader code which TGEA automatically writes. Developers are not limited in least by the shaders in TGEA's automatic shader generation system. The CustomMaterials system allows you to write custom shaders any way you want. You can modify the shaders in TGEA's system, drop in shaders from 3rd party apps (e.g. FX Composer or RenderMonkey) or start from scratch. With TGEA, you can do it all.
Custom Shader Interface
Procedural generation of shaders is a real time saver, but it can't create every kind of shader imaginable. For special effects or custom "looks", the CustomMaterials are available. They allow shader programmers to easily drop in their own .hlsl or shader assembly files right into TGEA framework. There are even fallback hooks for each level of shader hardware, so there is full control over how it looks on all platforms.
Fallback hooks
TGEA's rendering fallback system automatically adjusts the graphics effects it displays to the particular hardware it is running on. For example, TGEA can automatically adjust per-pixel effects so that they work optimally with full detail on hardware which supports 2.0 level shaders, but can also automatically adjust the effects downward to work optimally on less powerful hardware. This system saves developers the hassle of needing to create by hand different shaders for all the hardware configurations their product might encounter. TGEA can fallback from 3.x to 2.x to 1.x shaders. TGEA currently does not support fallbacks to non-shader-enabled / fixed-function hardware (such as the Geforce 2 or the Radeon 7500).
Terrain Generator
GeoTerrain is fully integrated into the Mission Builder (part of the 3D Toolset.) With it you can create continuous, seamless terrain, dynamically blended and automatically mapped for structure and altitude shadows. All terrain is light mapped for hills and building shadows, has dynamically generated blend tiles, and altitude based fog banks for increased realism. TGEA's terrain editor and GeoTerrain allow you to build beautiful, unique worlds using such tools as fractal heightfield based terrain generation and rule based fractal terrain texturing while still retaining the ability to subtly and incrementally manipulate your terrain.
Atlas Generator
TGEA's new Atlas terrain engine is a complete rewrite of the Torque terrain technology, taking full advantage of modern GPU hardware. This allows Atlas to scale with faster systems of the future. Geometry is stored in vertex buffers, enhancing rendering performance. Atlas also has terrain paging management built-in, so it can support terrains of arbitrary size. Additionally, there's a new shaded water rendering system is implemented with full reflection, refraction, and Fresnel reflection.
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