Torque 3D 1.0 released
UPDATE: I read over the blog post, and a couple of things caught my eye. First, as of November 1st, 2009, past versions of Torque (TGEA, TGE) will no longer be available for purchase. Secondly, as much as GarageGames tried to achieve Mac parity for Torque 3D (and they were all aglow about it when I last talked to them), they weren’t able to achieve 100% parity upon release. Advanced Lighting just won’t run well enough on OSX to ship with this release.
The other very interesting thing I read was that GarageGames is considering dropping PhysX because it doesn’t support Mac OSX. Well, this was news to me, because I thought it did. I am apparently not the only one to think this, and not the only one wondering why Nvidia doesn’t provide any answers. But I do know that Torque 3D is used by more than just Mac developers, and Nvidia will lose a valuable customer if they don’t get off their collective butts and make some kind of response.
GarageGames announced the release of Torque 3D version 1.0 on Monday. Available for Windows and Mac, Torque 3D spent 6 months in intensive beta before its release. The engine features “best of breed rendering, live asset updating, lighting-fast iteration, a fully integrated toolset for scene construction and the ability to publish games to the web.”
From the press release:
Built to cater to artists, Torque 3D’s COLLADA import pipeline loads content from any major modeling application in seconds. Models, materials and animations are perfectly preserved without a fuss. And for programmers, full source code access means the engine can be torn apart, put back together, and extended in unlimited ways. With hundreds of resources and add-ons available, from pureLIGHT for world class light mapping support to FMOD’s award-winning audio system, Torque 3D is as flexible as it is powerful.
For more information, or to download the demo, go to GarageGames.
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