

Hits 139 Added 23 Feb 07 Updated 23 Feb 07
Torque Game Builder

Developer GarageGames
License Commercial
Demo 30 Days Trial Version
OS Linux, Mac OS X, Win XP
Languages English
Description
The Game Builder Toolset, coupled with TorqueScript, allows easy access to user interface creation, effects, tiles, level building, and packaging. If you know Flash, Visual Basic, or another scripting language, you will have no problem coding in TorqueScript to make your game.
CodeOnce in TorqueScript, then run your game on PC, OSX, or even XBox360 (with separate license)... or bring your game into other Torque products, such as TGE or TSE.
Make any kind of game you can think up, but get started with five complete game making tutorials including all art and source. Access hundreds of detailed pages of documentation, tutorials, and how-to’s as well as a huge world-wide development community through the Torque Developer Network (TDN).
Features:
PixelBlast
Take advantage of your graphics hardware to render complex 2D scenes and effects with ease.
Hardware-accelerated rendering means the grunt-work of displaying your visuals correctly is handled by the GPU, which is specifically suited to that task. There are several other optimization techniques used to make TGB as efficient as possible, including utilizing a scenegraph framework and the ability to assign properties to groups and layers.
2D Toolset
Easy-to-use editors for everything from particles to level building put the FUN back into making games.
Visually create stunning particle effects with the Particle Builder, manipulate tiles with the Tile Builder, and use the Level Builder’s drag-and-drop interface to create intricate two-dimensional levels. TGB’s custom-built Toolset makes it easy to create a lot of content with a minimal amount of scripting.
Collision Detection
Easily define when objects collide and what happens when they do.
Creating tight-fitting custom collision polygons and setting individual collision causation and scripting collision response creates a more realistic environment, while the swept-polygon collision detection and the ability to restrict collision between groups or layers keeps TGB running efficiently and smoothly.
Physics Engine
TGB’s Physics Engine is modeled after real-world Newtonian physics.
Apply inertia, linear velocity, angular velocity, friction, restitution, relaxation, damping, or a number of other physical attributes to your object, or assign those same values to a material datablock, enabling you to create any number of objects made of the same material, with similar physical properties.
CodeOnce
Reach a wider audience by publishing your game on multiple platforms.
The same scripts will run on Windows or OSX, and can be ported into other Torque products as well. There is also a community-supported Linux version, and you can build your game onto Xbox 360 with a separate license. We are committed to multi-platform functionality, and are always looking to increase our platform support.
TorqueNet Lite
Play your creations with your friends with TGB’s integrated turn-based multiplayer support.
TorqueNet Lite is an event-based network library. It is not a real-time ghosting style networking solution, but it is about as close as possible without being one. Additionally, TGB Pro users can modify the source code to include higher-level networking functionality using resources available on TDN.
TorqueScript
Use the scripting language you know and love (or will grow to love)!
TGB uses the same scripting language as other Torque products. If you already use TGE, scripting will be second nature... if this is your first Torque product, the skills you learn will be translatable to other Torque products in the future. TorqueScript syntax is similar to C++, so if you are a C++ programmer, you already have a head start.
Source Included*
Modify the functionality of the engine to suit your own purposes. (*only in the Pro version.)
The source code provides you with near limitless ability to modify and improve upon the TGB engine. Modify the networking code, convert the level editor to an isometric level editor, or just use all of the cool stuff that all of the other TGB Pro users are making and contributing to the community.
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