Game Development Community

Game Flow: Distributed UI

While I was developing Re-Spawn (not that I have stopped, but that is beside the point) I started coming across various needs for the game that were not necessarily covered by the game engine itself. Things like master servers, license keys, achievements, and other standard game features; obviously the game engine is there to help you make a game and I wouldn't expect the game engine to provide me with these and so I started working on my own services that would eventually become Game Flow.

Author Quinton Delpeche Date 03/28/2014 (1:13 am) Comment 10 comments

Walkabout R1P4: water, water, everywhere!

A couple of bug fixes, and a major new feature: water detection! No videos this time, but there's a rather dashing image.

Author Daniel Buckmaster Date 03/28/2014 (1:05 am) Comment 10 comments

Survival Strike - Missile Launches for 0.50 pre alpha

Over the past few years I've worked on various incarnations of the missile launches, originally derived from a TGEA version, but since moving over to Torque 3D I've used AFX to implement this version.

Author Jules Date 03/27/2014 (6:23 pm) Comment 2 comments

My Journey Through Being "Semi-Done"

Well, I'm sure you'll all be laughing and pulling out the good old "I told you so" here, but actually, this isn't all that surprising after all. Anyways, got some new stuff to share today.

Author Robert Fritzen Date 03/27/2014 (12:38 pm) Comment 2 comments

Ever Wonder what the inheritance tree is for T3D?

Every wonder what object is derived from what object? Ever try figure out what the highest point you can put your code to simply things?

Author Vince Gee Date 03/26/2014 (8:02 pm) Comment 19 comments

introducing our mmofps project!

massive multiplayer online fps games. story based second world war. i'm ashamed that we want to share the work.

Author Mquaker Date 03/25/2014 (8:45 am) Comment 12 comments

Game Development 101: Tools

My second post in my on-going game development blogs. This time I talk about tools and what they mean to game developers and producers. As usual, take what you want from this document and throw the rest out. This is after all, this is the nature of developing games.

Author Ron Kapaun Date 03/24/2014 (1:08 pm) Comment 25 comments

Airship Dragoon Battle Log: Miracle Victory Unlocked

With Airship Dragoon v1.4 released, I got back to playing my on-going campaign.The Situation So Far: Playing as the British Royalists (gor blimey guvnor, it's six bonger I say old chap, ilkley moor bar tat, ee-by-gum matey ...)

Author Steve Acaster Date 03/21/2014 (4:05 pm) Comment 9 comments

Survival Strike - Cargo Drops for 0.50 pre alpha

Finished the cargo drops with parachute and cargo container, using AFX. I can really see the benefits of using AFX in Torque 3D for a non rpg style game.

Author Jules Date 03/20/2014 (4:36 pm) Comment 7 comments

Trusty Team Deathmatch and Volcanoland 3D

Took a looooooong break if you know what I mean. There hasn't been a full year where I have not touched Torque. Let me tell you folks, it can be done. Last I left off I had 4 or 5 maps in progress, a great 3D educational spin off and an old T2d attempt before box physics

Author Nathan Campbell Date 03/20/2014 (3:39 pm) Comment 0 comments