diff --git a/css/main.css b/css/main.css index 71762f784..625ab6089 100644 --- a/css/main.css +++ b/css/main.css @@ -144,6 +144,12 @@ img.history { margin: 1em; } +table.history tr td:nth-child(1) { + font-weight: bold; + width: 4em; + display: inline-block; +} + /*----------------------------------------------------------------------------- * Posts */ diff --git a/engine/index.html b/engine/index.html index 2d7beee8f..6452817a7 100644 --- a/engine/index.html +++ b/engine/index.html @@ -50,17 +50,17 @@ root: ..
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AfterWorld MMO

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Metal Drift

- AfterWorld is a "free market economy" persistent-world massively - multiplayer online game set in a science fiction setting of post- - apocalyptic Siberia. Enjoy a complex skills-based role-playing - system, an advanced crafting system, and more than 100 square - kilometers of vast Siberian landscapes. + Metal Drift is a vehicular sport combat game set in a distant + future. As the player, you command an agile, high powered hover + tank in a futuristic sports arena. Core game play centers on + intense tank-on-tank team combat seen through an immersive, first + person cockpit.

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BeamNG.drive

- An open-world driving simulator, and so much more. + An open-world driving simulator, and so much more. Hailed as having + "the most amazing video game car crashes ever", this is not a game + for the faint-hearted, nor those who like their cars in one piece.

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Something Else

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AfterWorld MMO

- Something Else is not a shooter. That doesn't mean you won't have - to handle a weapon, but it may be a bit different from what you - have experienced in other games. + AfterWorld is a "free market economy" persistent-world massively + multiplayer online game set in a science fiction setting of post- + apocalyptic Siberia. Enjoy a complex skills-based role-playing + system, an advanced crafting system, and more than 100 square + kilometers of vast Siberian landscapes. +

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Re-Spawn

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+ Re-Spawn is a competitive, arena-style multi-player first person + shooter game with fast-paced, high energy combat that requires + both reflexive skill and tactical thinking. + It is strongly influenced by FPS classics like Quake 2, + Quake 3 Arena, and Unreal Tournament. Just playing one match will + flood your mind with memories and nostalgia. +

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Blood & Mana

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+ Blood & Mana is a fast-paced multiplayer medieval arena combat + game, mixing elements of the RPG and FPS genres. Equip your + character for each battle with no restrictions, no levels, and no + classes. Choose from a vast collection of armor, weapons, spells, + skills, and items.

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Blood & Mana

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- Blood & Mana is a fast-paced multiplayer medieval arena combat - game, mixing elements of the RPG and FPS genres. Equip your - character for each battle with no restrictions, no levels, and no - classes. Choose from a vast collection of armor, weapons, spells, - skills, and items. -

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- Torque began as the game engine behind Starsiege: Tribes, one of the venerable - online shooters of the late 90s. When Dynamix folded after releasing Tribes 2, - members of the company decided to continue by reconfiguring the game engine - as a standalone product called the Torque Game Engine. The game engine was - written in C++ (with a couple of files of assembly to do the heavy lifting of - terrain texture blending), used TorqueScript for gameplay scripting, and ran - on the Big Three - Windows, Linux and Mac. -

+ + + + - -

- GarageGames sold TGE for around $100USD throughout the product's lifetime, - increasing this to $150 with the release of TGE 1.5. Its selling point against - other engines was its strong networking (which had powered 128-player games - of Tribes 2), its terrain rendering, and the fact that a license bought you - the entire engine source code. During this time, GarageGames spun off numerous - other products - TorqueX focused on delivering the same strengths to the XNA - platform, and Torque Game Builder refactored the engine to render 2D graphics - instead of 3D, though using the same platform core and scripting engine. -

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- Eventually, as game technology moved on, TGE was superseded by TGEA, the Torque - Game Engine Advanced. This kept a lot of TGE's strengths (and weaknesses) but - added more modern graphics capabilities and enhancements to the terrain system. - TGEA was available for roughly twice the price of TGE, with the same open-source - (not free and open source) license. Eventually, TGEA was replaced by - Torque 3D, which brought the engines all the way to the modern era with a - deferred rendering engine, Collada asset loading, and revamped editors. At - this point, unfortunately, the burden on GarageGames of maintaining OSX and - Linux versions began to show. Linux support was dropped entirely and OSX support - began to lag behind (the last version of T3D that officially supported OSX - was 1.01). -

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- Shortly after the release of Torque 3D, business machinations forced GarageGames - to increase the engine's price to $1000, and introduce a script-only version - that sold without access to the engine source code, only the TorqueScript - starter projects and editors. The company began to run into difficulty and - found it increasingly difficult to sell licenses at a profit. When their parent - company folded, GarageGames was left looking for a buyer to keep them alive. -

- - -

- They found one, who stepped in and encouraged GarageGames to re-release Torque 3D - under the original source-included license for just $100. Unfortunately even - after several updates, Torque 3D (and its new sibling, Torque 2D) were not - able to sustain GarageGames. Faced with the inability to continue being solely - engine developers, they released both Torque 3D and Torque 3D as free open-source - software for the community to maintain, and moved their focus to consulting - in video game software. -

- - -

- Torque 3D's first two years as an open-source project have been rocky at times - and exuberant at others. GarageGames set up the first Steering Committee, a - body of members nominated from the existing developer community to become - custodians of the official repository, determining the future direction the - engine should take and guiding community contributions in this direction. - Under their leadership, Torque made great advances such as integration with - the Oculus Rift virtual reality display and Razer Hydra and Leap Motion input - devices. Unfortunately the first Committee, after several membership changes, - found itself unable to perform for a variety of reasons, and a second committee - was enlisted from old and new community members. -

+ + + + +
1998 + Starsiege: Tribes
+ Developed by Dynamix and + published by Sierra, + Tribes was a landmark online shooter and the first incarnation + of what would later become the Torque Game Engine, introducing the + engine's signature large terrains, efficient fast-paced + networking and bespoke scripting language. +
2001 + Dynamix closed
+ Tribes 2, enhancing the original Tribes' gameplay and graphics, + was to become one of the last games developed by Dynamix before + their closure. Several Dynamix veterans went on to found + GarageGames, + licensing the Tribes 2 game engine which was + released under the name Torque Game Engine. +
2007 + Torque Game Engine Advanced
+ This incarnation of the engine focused on updating the rendering + engine, including per-pixel shading and a new terrain system. +
2009 + Torque 3D
+ The next evolution in the Torque line introduced a modern deferred- + rendering engine, an abstract physics layer with a PhysX + implementation, and a COLLADA-based asset pipeline. +
2012 + Torque 3D MIT
+ As part of GarageGames' move towards being a service provider and + consultancy, the Torque 3D engine was released as free open-source + software. The first Steering Committee was set up, +
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