This week I am revealing the pricing regarding the update to 1.2 as most of you have been pretty curious in your blog responses. We tried our best to deliver what we believe to be a no brainer price to upgrade to Torque 3D 1.2 and I truly feel that the prices we have come up with compared to the value being delivered lives up to that no brainer statement.
Author Derek Bronson Date 10/07/2011 (1:27 pm) Comment 308 comments
In my last blog, I discussed GG|Interactive, a new initiative at GarageGames. We've been working hard on our curriculum and it's great to see it in the high schools and higher education.
Author Eric Preisz Date 09/26/2014 (5:43 pm) Comment 13 comments
On The Road blog, Android support was on its way and we added Mike Lilligreen to the steering committee. After that, T2D progress went dark. Read on for the latest updates on Torque 2D, the 3.0 launch, steering committee, editors, and all the potentially great advancements that can occur in 2014. Read on for the latest updates on Torque 2D, the 3.0 launch, steering committee, editors, and all the potentially great advancements that can occur in 2014.
Author Michael Perry Date 01/23/2014 (3:14 pm) Comment 75 comments
Today we announce support for the Oculus Rift head mounted display in the Torque 3D development branch on GitHub.
Author Dave Wyand Date 04/11/2013 (1:43 pm) Comment 23 comments
Torque 3D was released under a MIT license on September 20, 2012. Today we announce the launch of Torque 3D 2.0, the first new release under this license.
Author Dave Wyand Date 12/19/2012 (5:44 pm) Comment 50 comments
Torque 3D was released under a MIT license on September 20, 2012. Today we announce the launch of Torque 3D 3.0, the second new release under this license.
Author Dave Wyand Date 05/09/2013 (10:39 am) Comment 68 comments
At the end of the 3.0 release blog, we mentioned wanting to review how changes are pushed from the development branch into master. Today, Torque 2D 3.1 is the result of that effort. It's easy to forget when using the development branch as your daily engine environment, just how far behind master branch/binary users can be in terms of bug fixes and feature additions.
Author Michael Perry Date 08/14/2014 (8:07 am) Comment 10 comments
In this blog, we present a tool we have been using with customers who are new to the GarageGames services division. The handbook provides an overview of game development pre-production guides, tips, and methods.
Author Eric Preisz Date 08/21/2013 (11:09 am) Comment 28 comments
Our metamorphosis over the past year is more about a change in how we make money than it is about a change of heart. The same people who were here are year ago are the same people that are here today.
Author Eric Preisz Date 02/25/2014 (4:22 pm) Comment 26 comments
Crunch Time is a freeware match-3 game with an innovative story based mechanic. Crunch Time was made by Tandem Games and is powered by the Torque Game Builder engine. It is a finalist in the in the Intel 2008 Game Demo Contest, selected as one of the top 10 games from over 350 entries submitted. The finalists will compete for over $100,000 in cash, tools and services, with winners announced by Intel on September 15, 2008.
Author Deborah M. Fike Date 08/06/2008 (11:41 am) Comment 4 comments




