Monthly Archives: January 2013

I am proud to announce that my Torque 3D Game Development Cookbook has recently been published.


In the Spring of 2012, I was contacted by Packt Publishing to write a cookbook-style book on Torque 3D. For those that don’t know, a technical cookbook is very similar to a food cookbook. It is full of recipes of specific tasks or problem solutions, some short and some long.

When I started writing the book, the MIT licensed version of Torque 3D was only a concept, and the retail version of T3D 1.2 was all that was available. Therefore, the book is based on using Torque 3D from a TorqueScript and built-in editor perspective. It really is amazing how much can be done in Torque 3D without needing to touch the source code.

Since then Torque 3D has gone open source and we saw the release of v2.0 in December 2012. Through the magic of really fast book printing, I was able to make sure my book was updated for the 2.0 open source release, making this the most current Torque 3D book to date.

Note: One recipe in Chapter 2 makes use of the FPS Example template that is currently only available in the retail release of Torque 3D 1.2. However, the concepts in that recipe will easily carry over to all other projects, which has to do with placing decals.


For the last couple of months David Wyand has been working with GarageGames on revamping Torque 3D’s input system to allow for the easy addition of new input devices.  The first new device that has been implemented in Torque 3D using this code is the Leap Motion controller.  As part of this we put together a simple test game called Marble Motion which you can see here using one of the Leap Motion controller early prototypes.

The Marble Motion demo game is available for download and play with a Leap Motion controller.  You may find out more at GarageGames.