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Torque 2D is an extremely powerful, flexible, and fast open-source engine dedicated to 2D game development. Used in hundreds of professional games, Torque 2D was developed with OS X, Windows, and iOS devices in mind and works equally well on all the platforms. It includes an OpenGL batched rendering system, Box2D physics, the TorqueScript scripting language, audio, animation, asset management, a team-oriented modular project structure, and much more... read more...
If you prefer to immerse yourself in a new framework with examples, here you'll find a great tutorial video series, and a few tutorials you can follow as you edit code and run the results.
If you would like to jump right in, perhaps you could download a release for your operating system from above? (Note that GIT is a blocking point for many brave souls so avoiding it up front is up to you.)
When you are convinced there is something here for you, checkout out the references in a later section!
- Video Tutorials
- Basic Game Scripting
- Scripting Tutorial
- Behavior Tutorial
- Getting Started with T2D
- Cloning the repository & working with Git
- Getting Started Guide
- GUI
- Intro to the GUI: Part 1
- Intro to the GUI: Part 2
- Platform Development
- Android Development Guide
Find your fellow travelers! The forums are a good place to ask newbie questions. The Google+ community keeps up with news and general interest. Feel free to post indie, marketing and other news there. But mostly post your progress and screenshots!
- Beginner Forum
- Professional Forum
- Google+ Community Page
- IRC: irc.maxgaming.net#garagegames
- Feature Requests at UserVoice
- Trello Boards
Torque2D was designed so that many games can be written using only the scripting language. And we're talking powerful features here! Using just scripts you can render sprites, draw moving backgrounds, play sounds, show scores, handle input, make sophisticated GUIs, and control your game's behaviors. You can efficiently organize your game into replaceable modules, and load/unload graphical assets using an asset manager.
When you are doing advanced work, feel free to add C++ code (and share it hint hint). But for now, you can get very far with TorqueScript. As you progress, Torque has many components that you will want to become familiar with while writing your game.
- TorqueScript Overview
- TorqueScript Reference (Doxygen)
Now that you are more familiar with a few concepts like the asset manager, the module manager, scripting, behaviors, etc, this section will provide very specific documentation for these features. Note that these documents will talk of using TorqueScript of C++ interchangeably. In most cases, you can call functions from either.
- Asset Manager
- Batch Rendering
- Behaviors
- Blending Modes
- Input
- Physics
- Project Directory Structure
- Render Objects
- Scene (Coming Soon)
- Scene Objects
- Torque2D Reference (Doxygen)