Torque Game Engine , or TGE , is an open-source cross-platform 3D computer game engine , developed by GarageGames and actively maintained under the current versions Torque 3D as well as Torque 2D . It was originally developed by Dynamix for the 2001 first-person shooter Tribes 2 . In September 2012, GarageGames released Torque 3D as open-source software under the MIT License .
41-437: Torque 3D features a world editor suite including tools for sculpting terrain and painting forests, drawing rivers and roads, as well as material, particle and decal editing. It supports the open COLLADA file format as interface to 3D digital content creation software. PhysX provides support for cloth dynamics , rigid body dynamics , destructible objects and joints, as well as fluid buoyancy simulation. Other features include
82-692: A .dae (digital asset exchange) filename extension . Originally created at Sony Computer Entertainment by Rémi Arnaud and Mark C. Barnes, it has since become the property of the Khronos Group , a member-funded industry consortium, which now shares the copyright with Sony. The COLLADA schema and specification are freely available from the Khronos Group. The COLLADA DOM uses the SCEA Shared Source License 1.0 . Several graphics companies collaborated with Sony from COLLADA's beginnings to create
123-562: A deferred lighting model and modern shader features such as dynamic lighting, normal and parallax occlusion mapping , screen space ambient occlusion , depth of field , volumetric light beam effects, lens flare / corona effects, refraction , bloom , blurring and color correction , among others. Networking functionality for multiplayer support is included as well. Build support is provided for desktop Windows , Linux , macOS and Web platforms. The Torque engine and its many derivative products were available for license from GarageGames ,
164-562: A first-person shooter and an off-road racing game. A real-time strategy starter kit was also available as a separate purchase. These starter packs could be modified to suit the needs of the developer, or the developer could start from scratch. The engine supported loading of 3D models in the DTS and DIF file formats . DTS models were typically used for characters and vehicles though occasionally for buildings and interiors. They could be animated using either skeletal or morph target animation . It
205-453: A License" service, do not differentiate between MIT/Expat license variants. The text of the Expat variant is presented as simply the "MIT License" (represented by the metadata tag mit ). The original BSD license also includes a clause requiring all advertising of the software to display a notice crediting its authors. This "advertising clause" (since disavowed by UC Berkeley ) is present in
246-471: A company formed by many members of the Tribes 2 team at Dynamix. GarageGames was later acquired by InstantAction , but by November 2010, InstantAction began winding down its operations and looking for potential buyers for Torque. In January 2011, GarageGames was re-acquired by Graham Software Development, and their name was reverted back to the original. GarageGames released Torque 3D as open-source software under
287-470: A lack of working examples, shadows were substandard (consisting only of a spherical shadow texture projected on the terrain), the ability to use skinned meshes for animated models was not working (non-skinned meshes worked), and the 3D rigid-body physics suffered from several issues. The Torque engine and its derivatives have been used in the development of a variety of games, especially among independent video game developers . Commercial titles developed using
328-640: A large suite of examples, ensuring that they conform properly to the specification. In July 2012, the CTS software was released on GitHub , allowing for community contributions. ISO/PAS 17506:2012 Industrial automation systems and integration -- COLLADA digital asset schema specification for 3D visualization of industrial data was published in July 2012. COLLADA was originally intended as an intermediate format for transporting data from one digital content creation (DCC) tool to another application. Applications exist to support
369-714: A massive terrain block and its textures. This allowed Atlas to scale with faster systems of the future. A shaded water rendering system was implemented with full reflection , refraction , and Fresnel reflection . TGEA incorporated a lighting system based on Torque Lighting Kit, including a light manager tool, scene lighting, and dynamic shadows among others. Torque Game Engine Advanced 1.0 supported Direct3D rendering via an API-independent graphics layer. Future versions were expected to support both Direct3D and OpenGL pipelines to allow TGEA to support macOS and Linux platforms as well as Windows . There had also been planned TGEA compatibility with Microsoft's game development suite for
410-518: A more commonly supported interactive 3D model file format. The DIF format has been completely deprecated, while DTS is still used as an internal format. Torque 2D , originally Torque Game Builder , is a game engine designed for 2D games and based on the Torque Game Engine . It was first released in 2006, in a standard and a pro version, with the professional version including the source code . Torque 2D started as Torque Game Builder because
451-550: A native interface. MIT License The MIT License is a permissive software license originating at the Massachusetts Institute of Technology (MIT) in the late 1980s. As a permissive license, it puts very few restrictions on reuse and therefore has high license compatibility . Unlike copyleft software licenses, the MIT License also permits reuse within proprietary software , provided that all copies of
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#1732887293850492-568: A partnership with Microsoft , and packaged their lighting technology and other new tech into the Sunburn XNA Game Engine. After the release of Torque Game Builder, GarageGames began to develop Torque X, a game engine based on Torque Game Builder using a component system that allows multiple game objects to have the same abilities, running on Microsoft's XNA Framework . Many of the 3D features were left incomplete and never finished. Specifically, 3D terrain using RAW height maps suffered from
533-402: A player in a Torque Game Engine game might fire a weapon that left a bullet hole in the wall, and the bullet hole would be a decal). Torque supported networked games over LAN and the internet with a traditional client-server architecture. Server objects were "ghosted" on clients and updated periodically or upon events. TorqueScript (also known as TS) is a coding language designed specifically for
574-566: A tool that would be useful to the widest possible audience, and COLLADA continues to evolve through the efforts of Khronos contributors. Early collaborators included Alias Systems Corporation , Criterion Software , Autodesk, Inc. , and Avid Technology . Dozens of commercial game studios and game engines have adopted the standard. In March 2011, Khronos released the COLLADA Conformance Test Suite (CTS). The suite allows applications that import and export COLLADA to test against
615-591: Is also known as the " Expat License ". It has the following terms: The X11 License , also known as the MIT/X Consortium License , is a variation on the MIT license, most known for its usage by the X Consortium . It has the identifier X11 in the SPDX License List. It differs from the MIT License mainly by an additional clause restricting use of the copyright holders' name for advertisement. It has
656-538: Is also the Anti-Capitalist Software License (ACSL), built off of the MIT license. It is not Open Source, since it limits the permissions granted to individuals and organizations that do not operate under capitalist structures, like non-profits and cooperatives. The name "MIT License" is potentially ambiguous. The Massachusetts Institute of Technology has used many licenses for software since its creation; for example, MIT offers four licensing options for
697-522: Is explicit about the patent rights an owner grants when the code or derivative work is distributed, the MIT license does not discuss patents. Moreover, the GPL license impacts derivative works, but the MIT license does not. Like the BSD license, the MIT license does not include an express patent license although some commentators state that the grant of rights covers all potential restrictions including patents. Both
738-472: Is the X.Org Server , which is licensed under what is effectively the common MIT license, according to the X.org licensing page: The X.Org Foundation has chosen the following format of the MIT License as the preferred format for code included in the X Window System distribution. This is a slight variant of the common MIT license form published by the Open Source Initiative The "slight variant"
779-555: Is the addition of the phrase "(including the next paragraph)" to the second paragraph of the license text, resulting in: "The above copyright notice and this permission notice (including the next paragraph) shall be included in all copies or substantial portions of the Software." This inclusion clarifies that the liability paragraph must also be included for the conditions of the license to be met. The license-management features at popular source code repository GitHub , as well as its "Choose
820-695: The FFTW C source code library, one of which is the GPL v2.0 and the other three of which are not open-source . The term "MIT License" has also been used to refer to the Expat License (used for the XML parsing library Expat ) and to the X11 License (also called " MIT/X Consortium License "; used for X Window System by the MIT X Consortium ). Furthermore, the "MIT License" as published by
861-678: The MIT License on September 20, 2012. Torque 2D followed on February 5, 2013. Torque 3D and most of their other products were to continue being developed and supported. The latest stable release of Torque 2D was marked May 2023 on GitHub , and the latest stable release of Torque 3D was marked February 2023, on GitHub . The original Torque Game Engine, which has been superseded by Torque 3D, provided networking code, scripting, in-engine world editing, and GUI creation. The source code could be compiled for Windows , macOS , Linux , Wii , Xbox 360 , and iOS platforms. TGE shipped with starter kits for
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#1732887293850902-551: The Open Source Initiative is the same as the Expat License. Due to this differing use of terms, some prefer to avoid the name "MIT License". The Free Software Foundation argues that the term is misleading and ambiguous, and recommends against its use. The X Consortium was dissolved late in 1996, and its assets transferred to The Open Group , which released X11R6 initially under the same license. The X11 License and
943-608: The Xbox 360 , XNA Game Studio Express . TGEA contained several ready-to-apply shaders and common shader settings. Custom shaders based on High Level Shader Language could be compiled by the engine and applied as custom materials. This could be applied to both interior and exterior type 3D art assets. Fallback materials could be configured to allow support of pixel and vertex 1.x first-generation video cards. The latest release of TGEA, 1.8.2, became available in November 2009. Torque Lighting Kit
984-457: The BSD and the MIT licenses were drafted before the patentability of software was generally recognized under US law. The Apache License version 2.0 is a similarly permissive license that includes an explicit contributor's patent license. Of specific relevance to US jurisdictions, the MIT license uses the terms "sell" and "use" that are also used in defining the rights of a patent holder in Title 35 of
1025-560: The Torque Game Engine, with a syntax similar to C++ . Torque 3D, version 1.2, was released as open-source software under the MIT License on September 20, 2012, and is being actively maintained, the current version being 4.0.3. Originating as a successor to Torque Game Engine Advanced (TGEA), Torque 3D features PhysX support, modern shader features, an advanced deferred lighting model, as well as build support for Windows, macOS and Linux. DTS and DIF have been superseded by COLLADA ,
1066-564: The Torque engine include BoneTown , Blockland , Marble Blast Gold , Minions of Mirth , TubeTwist , Ultimate Duck Hunting , Wildlife Tycoon: Venture Africa , ThinkTanks , The Destiny of Zorro , Penny Arcade Adventures and indie video games The Age of Decadence , BeamNG.drive , The Cat and the Coup , Dead State , Frozen Synapse , S.P.A.Z. and Villagers and Heroes . The open-source video game Uebergame also uses
1107-514: The Torque engine, most notably Marble Blast Ultra . First release was January 23, 2007 with the 4.2 Beta, production release of TGEA 1.0 and end of Early Adopter Program was on February 15 of the same year. Although TGEA supported the existing Torque Legacy Terrain, TGEA incorporated entirely new terrain rendering engine, the Atlas Terrain Engine, which is an improvement over the blended terrains of TGE. Atlas used GPU hardware to render
1148-512: The United States Code section 154. This has been construed by some commentators as an unconventional but implicit license in the US to use any underlying patents. One of the originators of the MIT license, computer scientist Jerry Saltzer , has published his recollections of its early development, along with documentary evidence. As of 2020 , according to WhiteSource Software the MIT license
1189-595: The X11R6 "MIT License" chosen for ncurses by the Free Software Foundation both include the following clause, absent in the Expat License: Except as contained in this notice, the name(s) of the above copyright holders shall not be used in advertising or otherwise to promote the sale, use or other dealings in this Software without prior written authorization. As of 2020, the successor to the X Window System
1230-587: The abstract found in the COLLADA file and transferring it into a form that the middleware can support and represent in a physical simulation. This also enables different middleware and tools to exchange physics data in a standardized manner. The Physics Abstraction Layer provides support for COLLADA Physics to multiple physics engines that do not natively provide COLLADA support including JigLib , OpenTissue , Tokamak physics engine and True Axis. PAL also provides support for COLLADA to physics engines that also feature
1271-591: The engine. COLLADA COLLADA (for 'collaborative design activity') is an interchange file format for interactive 3D applications. It is managed by the nonprofit technology consortium, the Khronos Group , and has been adopted by ISO as a publicly available specification, ISO/PAS 17506. COLLADA defines an open standard XML schema for exchanging digital assets among various graphics software applications that might otherwise store their assets in incompatible file formats. COLLADA documents that describe digital assets are XML files, usually identified with
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1312-502: The following terms: The MIT No Attribution License, a variation of the MIT License, has the identifier MIT-0 in the SPDX License List. A request for legacy approval to the Open Source Initiative was filed on May 15, 2020, which led to a formal approval on August 5, 2020. By doing so, it forms a public-domain-equivalent license , the same way as BSD Zero Clause . It has the following terms: The SPDX License List contains extra MIT license variations. Examples include: There
1353-471: The modified MIT License used by XFree86 . The University of Illinois/NCSA Open Source License combines text from both the MIT and BSD licenses; the license grant and disclaimer are taken from the MIT License. The ISC license contains similarities to both the MIT and simplified BSD licenses, the biggest difference being that language deemed unnecessary by the Berne Convention is omitted. The GPL
1394-487: The physical attributes for the objects in the scene. This is done by defining the rigid bodies that should be linked to the visual representations. More features include support for ragdolls, collision volumes, physical constraints between physical objects, and global physical properties such as gravitation. Physics middleware products that support this standard include Bullet Physics Library , Open Dynamics Engine , PAL and NVIDIA's PhysX . These products support by reading
1435-425: The software or its substantial portions include a copy of the terms of the MIT License and also a copyright notice. In 2015, the MIT License was the most popular software license on GitHub . Notable projects that use the MIT License include the X Window System , Ruby on Rails , Node.js , Lua , jQuery , .NET , Angular , and React . The MIT License has the identifier MIT in the SPDX License List. It
1476-417: The ultimate goal was to make it a game-making suite. It was used for instance to create the puzzle game And Yet It Moves (2009, Broken Rules, WiiWare) and dozens of other games. The latest "Torque game builder" release was 1.7.6 from December 2011. In 2012 a Torque 2D MIT edition was created as combination of the previous "Torque Game Builder" and iTorque 2d, an iOS fork. On February 5, 2013, Torque 2D MIT
1517-485: The usage of several DCCs, including: Originally intended as an interchange format, many game engines now support COLLADA, including: Some games and 3D applications have started to support COLLADA: As of version 1.4, physics support was added to the COLLADA standard. The goal is to allow content creators to define various physical attributes in visual scenes. For example, one can define surface material properties such as friction. Furthermore, content creators can define
1558-413: Was also possible to blend multiple skeletal animations together by playing them simultaneously or automatically tweening the different positions of bones in the skeleton. DIF models have pre-calculated lighting and as such are ill-suited for animation. Instead, they were used for buildings and interiors. They automatically had bounding boxes that perfectly match the visible geometry. This was so that it
1599-425: Was an expansion pack to the Torque Game Engine developed by John Kabus and Synapse Gaming. It added a variety of enhanced lighting features to the Torque Game Engine. In the latest release, features such as dynamic lighting and shadowing were added. Torque Lighting Kit was later included as part of Torque Game Engine 1.5 and Torque Game Engine Advanced. In 2008, Kabus and Synapse Gaming stopped supporting Torque, began
1640-583: Was not made overly difficult for a player in a Torque Game Engine game to move or fire weapons around them. The game featured a terrain engine that automatically created LODs of the ground so that it rendered the fewest polygons necessary at any given time. The terrain was automatically lit, and textures applied to the terrain could be blended together seamlessly. The game's rendering engine featured environment mapping , Gouraud shading , volumetric fog, and other effects such as decals that allowed for textures to be projected onto interiors in real time (for example,
1681-524: Was released in version 2.0 as open source software . Torque 2D's development continues on GitHub with latest version being v.3.4 from May 2018. Torque Game Engine Advanced (formerly known as Torque Shader Engine ) was an expanded version of Torque Game Engine made to support advanced technologies including shaders , per-pixel lighting, and massive terrains. This version of the engine has been ported to Microsoft's Xbox and Xbox 360 console systems. Several Xbox Live Arcade games have been released using