1.5 is, by far, the largest upgrade we've ever done to TGE. In addition to our internal dev team consisting of Matt Fairfax, Chris Calef, Paul Scott, Ben Garney, and Justin DuJardin, we've also had major help from lighting guru John Kabus for many months, and have received additional contributions from Joe Maruschak, Tim Aste, Dave Wyand, Tom Bampton, and many other community members. So, we are not exaggerating when we say that this is a huge update and a true community effort. By purchasing the upgrade to TGE 1.5, you're supporting not only GarageGames, but these excellent members of our community who are helping to make Torque the best game development platform anywhere.

  • Integrated Torque Lighting Kit - John Kabus has rolled several years worth of research, development, and QA from the Torque Lighting Kit into TGE 1.5. John didn't just merge the TLK into TGE 1.5, he re-factored the lighting system so that it is cleaner and
    easier for people to use, so that developers can easily introduce custom lighting models.
  • John also added new features specific to TGE 1.5; some of which include: vastly improved interior rendering performance with dynamic lights, improved dynamic light blending on terrains, and updates to the TGE waterblock system to allow for terrains with block sizes smaller than TGE used to, allowing for higher geometry and texture detail.
  • Huge Mac Update - Many OSX platform updates have been integrated into TGE 1.5.
    • The Mac platform code has been almost totally rewritten. Much of the code now uses standard POSIX interfaces where they exist. The platform attempts to maintain support for versions 10.2 - 10.4(Universal) of Mac OS X.
    • Event handling and windowing code is much, much cleaner.
    • Code that uses deprecated APIs have been removed.
    • Many niceties have been added to try to make Torque more Mac-like.
    • The Mac platform is multithreaded, to take advantage of multiple processor hardware, including multiple core intel hardware.
    • Debugging is easier, as many randomly placed globals have been snipped or reorganized into platState.
    • Wide screen displays supported, and window resizing are supported.

  • ShowTool Pro - TST Pro is a 3D visualization tool for the Torque Game Engine. It helps artists and programmers inspect their game art for aesthetic and technical accuracy by simulating the in-game environment, and providing easy access to behind-the-scenes structures. And now David Wyand's essential ShowTool Pro will now be included with TGE version 1.5.
  • Additional Art Assets - A selection of building and character models, environmental art, effects, and other content is now part of the TGE 1.5 package.
    • Elf Character
    • Redone Interactive Walkthrough Environment & Mission (Includes Skybox, terrain, etc)
    • Replaced Trees & Rocks with new ones (Courtesy Games Extract)
    • Redone buildings (Monument, Orc Tower, Hovel)
    • 5 Starter Skyboxes (Courtesy of Red Thumb Games)
    • RTS Environment Pack, Winter Environment (Courtesy Todd Pickens)
    • Tim Aste Environment Pack #1
    • Tim Aste Combo Pack #2 Particle FX Sampler
    • Foliage Sampler from FPS Environment Pack (Courtesy Todd Pickens)
    • Redone GUI from Interactive Walkthrough

In addition to a huge Mac update and other features, we have added $150+ worth of tools and content that will vastly improve the initial and ongoing TGE user experience.

Code in TorqueScript and/or C++, then run your game on PC, OSX, or even XBox360 (with separate license) with TGE's multi-platform CodeOnce feature... or bring your game into other Torque products, such as Torque Game Engine Advanced.

This is not just an SDK. Torque is a whole game development approach. We provide the technology, framework, methodology, tools, and a like-minded developer community of thousands; you provide the creativity and the drive to make your game.

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8 comments by Ninjadave on Aug 16th, 2008 digg this super bookmark


Well after some thinking, we're switching 'back' to Torque Game Engine. Rather than the Advanced version.
Why?
- Load times were adding up to 7 minutes
- No spec map ability
- Only runs on XP

Linux and Mac fans rejoice. TGE:
+ Runs on Linux, Mac, and windows
+ The same maps in TGEA that take 7 minutes take TGE 7 seconds
+ Way easier to run

Many of you might say "Aww, the graphics will take a hit with an older engine..."
So we actually switched engines more than a week ago. All the new updates have been with the older TGE and not TGEA.
Did you notice?

We do have some neat guns to show off as well.
Thanks to Ocke_N, Cubedude89, and Zynthetikk.


The pistol is the H&K M&P Pistol. Its a real pistol, its just seen a dozen times a day.
The 2nd picture is the TRR Sniper Rifle. We've heavily modified it, and it has a nice camo paint.
Its suppressed, even for being such a large caliber rifle.
The 3rd picture is the AT-RL. Looks and feels a bit similar to an RPG, but a much more stable design.
Lastly, the TCR in first person is still a heavy WIP. You'll see more of it in the coming days.

We have some very big map plans coming in the near future, and an internal Alpha next month!
We'll have more of these news posts coming your way. :)

Thanks for reading.

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Released Oct 24, 2006
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