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Torque (game engine)
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=== Original Torque Game Engine === The original Torque Game Engine, which has been superseded by Torque 3D, provided networking code, scripting, in-engine world editing, and [[GUI]] creation.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 [[Microsoft Windows|Windows]], [[macOS]], [[Linux]], [[Wii]], [[Xbox 360]], and [[iOS]] platforms. TGE shipped with starter kits for 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 model]]s in the DTS and DIF [[file format]]s. DTS models were typically used for characters and vehicles though occasionally for buildings and interiors. They could be animated using either [[skeletal animation|skeletal]] or [[morph target animation]]. It 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 [[lightmap|pre-calculated lighting]] and as such are ill-suited for animation. Instead, they were used for buildings and interiors. They automatically had [[collision detection|bounding boxes]] that perfectly match the visible geometry. This was so that it 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 [[Level of detail (computer graphics)|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, 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 the Torque Game Engine, with a syntax similar to [[C++]].<ref>{{cite web|url=http://docs.garagegames.com/tgea/official/content/documentation/Scripting%20Reference/Introduction/TorqueScript.html#The_TorqueScript_Language|title=TorqueScript|publisher=GarageGames|access-date=2017-08-02}}</ref>
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