Thursday, 22 May 2008

Invited talk at the the Annual International Conference of the Royal Geographical Society 2008

I have been invited to give a talk at the Annual International Conference of the Royal Geographical Society (RGS), taking place between the 27th and the 29th of August at the RGS-IGB headquarters in London. My talk, titled "Mobile 3D Urban Modelling and Visualisation", part of the Geospatial Analysis: GIS & Agent-Based Models session is on Friday the 29th.

The theme of the conference itself is outlined as "Geographies That Matter"; geography has always declared itself as a 'worldly' subject in some way, shape or form. In their attempts to describe, explain, evaluate, map, measure, monitor, model, theorise and reconstruct the world, geographers routinely make decisions about what matters - to themselves and others in the wider society.

The conference theme is an invitation to place geography in its current context and to consider its medium-term future. Like all research and teaching subjects, geography evolves through the combined, relatively ungoverned acts of its many practitioners. But, periodically, it is worth standing back and looking critically, as well as appreciatively, at the 'drift' of the field. What geographies matter to geographers and why? Which ought to be the focus of our energies? How do answers relate to the geographies valued (or not) by social actors in the wider world, communities, states, corporations, publics and many others besides?

The discipline of geography is much smaller than the discourse of geography, a discourse comprising all those geographical knowledges and representations of the world produced and disseminated by myriad actors who are not in any formal sense 'geographers'. The geographies that matters to geographers and others sometimes coincide, sometimes not, raising the perennial question of the subject's wider role in socio-environmental change, conservation and transformation.

What are the geographies that matter, to who and why? And what is the role of geographical research, teaching and advocacy in respect of them? These questions oblige us not to be overly introspective but, rather, to look outwards to a world bursting with possibility, challenge, interest and danger.

Check the conference out at http://www.rgs.org/AC2008

Research in game violence

An interesting piece of news in gaming research; Tiga, the national trade association representing game developers in the UK and in Europe, has come out in support of fresh research from the University of Essex claiming the link between video game violence and real-world aggression to be weak, calling it an "important contribution to the debate".

The research, published in the International Journal of Liability and Scientific Enquiry and written by Patrick Kierkegaard, suggests that there is very little evidence to link the two, and that previous research on the subject has suffered from a bias to the opposite conclusion. "Kierkegaard’s argument that there is no obvious link between real-world violence statistics and video games is an important contribution to the debate on video games and violence", said Tiga CEO Richard Wilson.

"Too often video games are blamed for all manner of society’s ills. Kierkegaard’s research helps to redress the balance. No single piece of research will settle the issue concerning the influence of video games conclusively. The crucial points are that children and young people should be protected from viewing inappropriate content, while adult gamers should typically be free to play mature games".

New issue of IEEE CG&A journal out, special issue on urban modelling

The latest issue of the very respected IEEE Computer Graphics And Applications journal is dedicated to urban modelling issues. As computer graphics simulations of our natural world continue to improve, effectively depicting our human environment is becoming increasingly important. Our everyday world consists not simply of basic materials and objects, but also of the things we make from them. Our cities are simultaneously the most complex and the most common of these things. To automate city modeling, researchers are beginning to revive research on procedural modeling, simulating not only natural processes but the human processes that shape our urban environment. This special issue captures a good snapshot of work in this emerging area.

Articles in the issue, a must IMO for anyone remotely interested in the urban modelling area, include a tutorial by Watson and colleagues which surveys prior work and studies in using procedural urban modeling. Chang and colleagues present methods for controlling the complexity in urban environments while Aliaga and colleagues describe a new system for editing urban layouts.

Mendez and colleagues describe a system for visualizing the underground infrastructure that all urban residents rely on, but most know so little about. Finkenzeller describes a method for modeling building facades, floor plans, and roofs that segments modeling into a manual sketch of a rough shape and a procedural elaboration of that shape using a certain style. Finally, Weber’s work describes how to animate procedurally generated trees in real time.

You can check out this issue of the journal at the following link: http://www.computer.org/portal/site/cga/index.jsp

Wednesday, 21 May 2008

Out with the old (Dell Axim X51v) and in with the new (ASUS R2HV)...

On a more personal note, after a number of years of trusty service (bought in early December 2005) I am retiring my Dell Axim X51v, which to this day I think was a revolutionary device as far as PDAs are concerned (to date I have not found a commercially available PDA with a dedicated graphics card!) and replacing it with the ASUS R2HV, both for research application development and also for everyday-task use.

Here's a short breakdown of the technical specs the almost tablet-like ASUS has:

- Processor & Cache Memory
Intel® Pentium® M 723, 1GHz, 2MB L2 Cache
- Operating System
Genuine Windows Vista® Home Premium
- Chipset
Intel® 915GM
- Main Memory
On board 256MB DDR 533MHz, 1 x SODIMM socket for expansion up to 1280 MB DDRII-667 DRAM support
- Display
7" active matrix TFT(800x480)
- Video Graphics & Memory
Embedded Intel® 915 GM internal GFX
- Hard Drive
1.8" 30/40/60/80 GB
- Optical Drive
DVD-DUAL External (Optional)
- Card Reader
SD card slot push / push type
- Fax/Modem/LAN/WLAN
On board 10/100 LAN (optional)Integrated 802.11b/gBuilt-in Bluetooth™ V2.0+EDR (optional)
- LED Status Indicator
Power on/SuspendLED off (Battery Full) /LED on (Charging)/Low(LED sparkle)H DDWLAN enablingBluetooth
- Interface
1 x R2H Port Bar connector for external hub(S/PDIF, VGA, DC-in, 3 USB, LAN) / VGA function support via VGA Cable2x USB 2.0A ports1 x mini-USB2.0A port1 x Microphone1 x Headphone1 x AV (Audio + Video) out1 x RJ45 (Lan port)


Read a review of the device here. As for the old, long-deleted from Dell, Axim I will of course keep it as a backup but also in the hope that it may well fetch a great price on eBay one day!

Tuesday, 20 May 2008

Quake 3 Arena ported on iPhone

Advertisements have shown us that the iPhone is a tool with a wide array of functions, YouTube perusing, calamari ordering and even astronaut deafening, to name but a few. But no commercials have warned of the iPhone's (and the iPod Touch's) sinister, newly implemented abilities such as fragging, railgunning and gibbing.

This regarding of course the handheld's recently developed Quake 3 Arena application, which uses the device's touch screen and accelerometer to crudely recreate that warm, familiar mouse-and-keyboard feeling. What is even more impressive, and can be seen on the YouTube vid above are the multiplayer capabilities. It is very intriguing to see the iPhone expanded in the mobile gaming direction and this recent development has been one of the more interesting ones I've seen. Hopefully more titles, including new original games, are to follow.

London Games Festival returns in October 2008

Following two successful previous outings, the London Games Festival is back, with this year's event promising to be the biggest yet and scheduled to take place the week commencing October 25. "Last year's London Games Festival was a huge success," said Chairman of the London Games Festival Keith Ramsdale. "We've got plenty in store for 2008 and a whole host of major partners lined up with full support from the industry. We're really looking forward to bringing the gaming industry to life in the capital again."

Expect the return of large-scale events in both Leicester and Trafalgar Square, as well as the return of the Careers Fair for those keen to find their way into the industry.

For more details on this one check the official site of the festival found at http://www.londongamesfestival.com/.

Sunday, 18 May 2008

Geographic Visualization: Concepts, Tools and Applications Book

Brought to my attention by the Digital Urban blog, Geographic Visualization: Concepts, Tools and Applications is a book available in all good book stores, edited by Martin Doge, Mary McDerby and Martin Turner. It includes a chapter by the people on Digital Urban on the 'Visual City' and is genuinely a must read for those interested in the field.The text covers the impact of three-dimensional displays on user interaction along with the potentialities in animation and clearly explains how to create temporally sensitive visualizations. It also explores the potential for handling mobile data and representing uncertainty; as well as the role of participatory visualization systems and exploratory methods.

It's hallmark features include: an introduction to the diverse forms of geographic visualization which draws upon a number of theoretical perspectives and disciplines to provide an insightful commentary on new methods, techniques and tools; richly illustrated in full colour throughout, including numerous relevant case studies and accessible discussions of important visualization concepts to enable clearer understanding for non-technical audiences; and, chapters that are written by leading scholars and researchers in a range of cognate fields, including, cartography, GIScience, architecture, art, urban planning and computer graphics with case studies drawn from Europe, North America and Australia.

This book looks like an invaluable resource for all graduate students, researchers and professionals working in the geographic information sector, computer graphics and cartography. It can be bought here.

Friday, 9 May 2008

Virtual Magic, exploring Disneyland in 3D

A very interesting blog I ran across recently is Joe Cardello's Virtual Magic. It's been running for almost a year now and details the 3D reconstruction of the Disneyland theme park as a large scale CG model using the free program Blender. The work kicked off with a few backstage show buildings lacking much detail or accuracy but has evolved over the last twelve months with the ultimate goal to model as much of the park as possible, with as much attention to detail and accuracy as is reasonably and enjoyably possible.


This is a very interesting project, as the vid above testifies and a great reminder of how effective manual modelling can be, even with the use of modest tools such as Blender. Check the link of the blog above for further vids (Joe has even posted some Blender tutorial videos, very useful for those uninitiated in the package) and still images. Well worth checking out!

Animation Expose 2008, University Of Hertfordshire

The Digital Animation Exposé (Film Day) is an annual event hosted at the University of Hertfordshire’s Weston Auditorium, 25 minutes from Kings Cross north London. Showcasing the best student films from the current academic year, the event also includes free presentations from leading professionals in the animation, film and games industries. The student animated films are in heated competition for top prizes in 6 categories, one of which is awarded by audience voting.

This year promises, according to the organisers, to be their best yet, with the event hosted on Thursday the 22nd of May. Confirmed Speakers include Framestore (on the Oscar winning VFX of Golden Compass), Rare ( on next-generation games), Graham Ralph (on direction of 2D / CGI films), Redvision (on character animation headcases), KUJU (on next-generation animation) and finally SCEE (Sony Computer Entertainment Europe).

For more information and also for registering check the event's site at http://h3da.co.uk/?page_id=37

Nokia SNAP 2.0 released

More intuitive tools are now available in a new SDK of Java multiplayer gaming technology since a new SDK for Nokia's SNAP mutliplayer gaming platform has been released. Version 2.0 of the development kit boasts a simpler API and faster emulation and testing tools. It is free to obtain through Forum Nokia - which boasts it is the largest 'mobile development community worldwide with 3.4 million registered members'. A number of developers have already been using the SDK, said Nokia - with positive results. "The SNAP Mobile SDK 2.0 makes it easier for developers to write and debug a connected mobile Java game, and brings fun to development," said Randolf Wu, business development director, PocketNet.


"I had the SDK up and running on my desktop within minutes of downloading. It's invaluable as it provides a realistic game play environment for a cellular network. For example, it can simulate error conditions so that we can check that our games will respond appropriately when an error occurs. The SNAP Mobile SDK is a mature toolset to the point where bugs are not really an issue, and it just gets better and better with each release."

Wednesday, 7 May 2008

Virtual Pompeii using the CyberCarpet and CityEngine projects

A stroll around the ancient city of Pompeii will be made possible this week thanks to an omni-directional treadmill developed by European researchers. The treadmill is a "motion platform", demonstrated in the video below in action, which gives the impression of "natural walking" in any direction. The platform, called CyberCarpet, is made up of several belts which form an endless plane along two axes. Scientists have combined the platform with a tracking system and virtual reality software recreating Pompeii (CityEngine, detailed in a previous post on this blog, found here).

The key to the CyberCarpet is a platform with a large chain drive. The chain drive is made up of 25 conventional treadmills which move in one direction, at right angles to the direction the chain is pulling. The platform gives "walkers" a walking area of 4.5m by 4.5m and moves fast enough to allow jogging at about two metres per second. Omni-directional treadmills are not new and have been in development for many years, including work done by the US military but this, included with the virtual reconstruction of the city, creates a far more engaging experience...

For more information the CyberCarpet and the CityEngine modelling approach check the links below.

Friday, 25 April 2008

iPhone SDK reaches fourth beta, OpenGL ES support now offered

Apple has started distribution of the fourth beta of its SDK for the iPhone and iPod Touch, reports TUAW. The latest version includes an upgraded emulator that supports OpenGL ES, allowing graphics developers to test their work straight from the desktop. Prior to this, the only way to test applications that used OpenGL ES would have been to deploy the app to a device - a feature restricted to iPhone Developer Program members, membership of which is currently limited to people in the US.

The SDK, available at the Apple Developer Connection website, weighs in at 1.15Gb and includes the Xcode IDE, iPhone simulator, Interface Builder, Instruments, frameworks, samples and the Shark analysis tool.

Friday, 18 April 2008

The future of the Dubai city in 3D architectural models

A lesson in geography; Duabi or Dubai city is located on the Northern tip of the United Arab Emeritus on the Persian Gulf. It has been ruled by the Al Maktoum dynasty since 1833 and has existed in its modern state since 1971. The current ruler is Mohammed Bin Rashid Al Maktoum who is also the prime minister and vice president of the United Arab Emirates. The rather small city has a population of 1.6 million people and a 37 billion USD economy based largely on trade, manufacturing and financial services. Contrary to popular belief petrol and natural gas only make up a small percentage of revenues.

The city has gained world-wide attention in the past few years because of its booming economy and ambitious architectural projects. With a focus on business and tourism, the city is ramping up construction on an unprecedented level. In fact, Dubai is said to be home to 15% to 25% of the world's 125,000 construction cranes. Don't think that the architectural expansion is over, because a slew of new project are on the table and in the works as we speak. Here's only a fraction of the buildings being proposed, constructed or developed in Dubai and its surrounding region demonstrating in the best possible way how 3D architectural modelling can assist in envisaging the development of a real-world capital.

The 'Burj Dubai' is a supertall skyscraper currently under construction in Dubai. When completed in 2009 it will be the tallest man made structure in the world. It was designed by Adrian Smith who worked with the building's architecture and engineering firm Skidmore, Owings and Merrill until 2006. As of March 1, 2008 the building measured 611.3 m tall. On September 12, 2007, it passed Toronto's CN tower to become the world's tallest freestanding structure.

'Dubai Towers' is the centerpiece for the large 'Lagoons' development. The buildings and the development were all conceived by the TVS Architects company. The four towers range in size from 54 to 97 floors and were inspired by the flames and movement of candlelight.

'Opus' is another Dubai building designed by British architect Zaha Hadid. The 235 million GBP development was designed for the business bay for Omniyat properties. It stands at 20 stories located next to the towering Burj Dubai. Hadid's concept was to have the building open onto the city, framing the views. It is currently under development and is planned to be completed by 2010.

'0-14 Tower' was designed by Resier and Umemoto and Rur architecture along with Dubai developer, Shahab Lutfi. The building was designed for Dubai's business bay and features 22 floors covered in a double skin facade that's outermost skin is constructed from 40c, thick perforated concrete. The one-meter space between the skins creates a chimney effect, cooling the building.

For more 3D material on the fascinating urban development of Dubai please check the following link here.

FreenSpin3D by Revolver, free realtime 3D component for Flash

Revolver has announced the release of its patent pending core technology, OneLayer3D (OL3D), enabling the implementation of commercial cross-platform polygon graphics solutions for real-time rendering of 3D content on 2D environments (web browsers and power limited low-end devices, including most mobile phones, and PDAs). The first implementation of OL3D will be for the Adobe Flash environment.

Revolver’s technology, OL3D, enables real-time 3D content on any 2D environment without requiring the installation of extra 3D hardware and/or software. OL3D uses data manipulation algorithms on the polygonal data of 3D models, which enables real-time rendering of 3D content in 2D computer graphic environments such as Adobe Flash, Adobe Air, Microsoft Silverlight, Symbian, Java and other 2D environments. Revolver's solution allows developers the rapid creation of real-time interactive 3D-based content such as games and animations on 2D environments, and solves familiar problems such as, CPU efficiency, large file sizes, long development cycles, restricted content and applications or third party development platforms. This makes OL3D very simple to implement cross platform and relevant for commercial use.

Revolver’s first product is FreeSpin3D - the first commercial solution for real-time 3D for Adobe Flash. The solution was designed and developed based on the company’s OL3D technology. FreeSpin3D enables the importing of 3D files directly into Adobe Flash as a MovieClip instance and extends the MovieClip API to include 3D capabilities, creating 3D content in minutes.

No plug-ins, no toolsets, no palettes and no add-ons. It is Flash with native 3D support. No pre-Rendered images. FreeSpin3D is commercial grade real time 3D rendering with complete Timeline support and metaverse ready, optimized for CPU efficiency, with support of dynamic textures, lighting, and shading.

FreeSpin3D also offers Timeline support and exposes an easy-to-use ActionScript interface allowing the Flash developer seamless control and management of the 3D object display and behavior. Therefore its characteristics include:

• No plug-ins, no toolsets, no palettes and no add-ons
• The only comp. to enable commercial real-time 3D in Adobe Flash
• Expands the MovieClip API to include 3D capabilities
• Enables the import of 3D models as a MovieClip
• Enables the creation of clientless 3D worlds
• Supports the Adobe Flash Timeline

Currently FreeSpin3D is in its beta phase, and because of that totally free for use. FreeSpin3D was developed with both Flash communities in mind. The Creative flashers can simply use the familiar Timeline to create 3D content and the code savvy developers can delve deeper - much deeper and even augment the 3D API with their own ideas such as, new behaviors, physics, and actions.

All in all, a very useful little plug-in (or component as they like to call it!), particularly for those like myself creating 3D virtual worlds using the antiquated VRML, this looks like a great alternative!

FreeSpin3D examples : www.freespin3d.com/freespin3d/www/examples.aspx
Download FreeSpin3D : www.freespin3d.com/freespin3d/www/downloads.aspx

DevStation 08 dates set

A two-day conference dedicated to 'getting the most out of PS3' runs on June 10th and 11th in London. Sony Computer Entertainment Europe has confirmed the dates for this year's DevStation event. DevStation 08 takes place across two days, on June 10th and 11th in London, at the BFI Southbank. An advertisement in this month's Develop magazine, says that Sony will "be providing you with the knowledge and techniques to push your next generation of game titles to new levels and performance."

Presentations focus around the core technologies and features of PS3™ and for the first time, providing content for all disciplines (design, production, art, audio and programming), with focus on physics, SPU optimization and audio tricks right through to the latest developments in the PLAYSTATION®Network. DevStation™08 will also bring together the Technology, Developer Support and Third Party Relations groups with SN Systems and a number of Middleware providers in a unique environment where attendees can gain information and share their experiences with many notable industry peers.

More information can be found at the official site.

Wednesday, 16 April 2008

GrowFX for 3ds Max, a new plug-in for plants modeling

For those interested in enriching 3D urban scenes with plants in an automated manner Exlevel company is now representing GrowFX, a new very cool plug-in facilitating plants modeling and animation for 3D Studio Max. An easy interface, with an essential set of parameters, which you can assign yourself, helps you to create different plants, from grass and big trees to full forestland.

With GrowFX you will create broadleaf-trees, conifers, palm trees, flowers and many other vegetational compositions. Unique building mechanisms help to create creeping plants, entwining any scene objects, shearing plants of every possible shape. The plants can bend round different obstacles.

Once created a GrowFX object can create the same plant by its corresponding distribution:
- by starting points;
- or on any object surface

By surface distributing, some parameter's magnitudes can be regulated by map texture, i.e. the density of plants, its growth etc. GrowFX is totally integrated with 3D Studio MAX and all the parameters can be animated, i.e. the wind animation, the plant growth and other animation. There is an opportunity of editing the parameters through MAXScript (something useful for people like myself, especially when dabbling with their own plug-ins).

All in all this is a very cool little solution for automated 3D plant creation. You can find a full version and also a downloable demo one (the possibility of converting to Editable Mesh is off, you can't use more than one object on the scene and finally you can't create more than 5 paths) from http://exlevel.com/.

Games development to be taught in Scottish schools

Games development seems to become part of National Curriculum north of the border since Scottish schoolchildren are to be taught the basics of video game design as part of the country’s new national curriculum - dubbed the 'Curriculum of Excellence'. According to the Press Association, the move is to designed to ‘create the next generation of young programmers’. Schools minister Maureen Watt unveiled the scheme this morning and added that the new lessons will teach children how to use computer software to create animations and feature films. According to the Scottish Herald, the country’s games industry employs more than 500 people and generates £20m a year.


Watt, Minister for Schools and Skills, said: "There is huge confidence that Scotland will continue to play an important part in the future of video games and interactive entertainment and we are focusing on establishing firm foundations for lifelong learning and, for some, specialised study and careers.A key aim of Curriculum for Excellence is to produce informed, skilled, adaptable and enterprising citizens of the future."

"The pace of change in the world means that we should be equipping young people with the skills to embrace and use all the tools of modern life."She added: "The draft outcomes for our new curriculum are intended to help teachers make teaching more relevant, exciting and engaging. Technologies are important areas of the whole learning process and we are keen to receive feedback on the outcomes from professionals."

Saturday, 12 April 2008

3rd annual Develop magazine conference at Brighton, UK

The third annual Develop conference, organised by UK's premier game development publication, is set to be its biggest and most comprehensive so far, with key names from the global games industry set to descend on Brighton in July.

60 sessions across eight tracks running for three days will see over 90 games development leaders provide lectures and talks on all areas of the business. Microsoft Games Studios’ Phil Spencer, Ubisoft’s IP director Tommy Francois and Bungie lead programmer Damian Isla are already confirmed as speakers. So too are Relentless’ development director Andrew Eades, Frontier’s David Braben, Naughty Dog lead designer Richard Lemarch and and Traveller’s Tales’ development director Jonathan Smith.


The event runs from July 29th to 31st at the Hilton Metropole hotel in Brighton. Develop Mobile and education event Games:Edu take place on the first day, with the full conference and expo taking place on July 30th and 31st. The Develop Industry Excellence Awards take place on July 30th also. “Last year, more than 1,200 delegates from 29 territories attended Develop – an increase of 12 per cent on 2006,” said Andy Lane, managing director of organiser Tandem Events. “To become established so rapidly as the destination for the development community in Europe is indicative that Develop is providing the industry with the content, networking opportunities and location the industry wants from its annual gathering.”

For 2008, the Develop conference has been programmed around new themes reflecting the current state of the games industry: capitalise (asking how studios can take advantage of market trends); specialise (examining how developers can stay at the cutting edge); inspire (covering how the industry can motivate and retain staff); and enjoy (with the event providing thought-provoking features and social events reaffirming the joy of games development).

“This is the most exciting yet least appreciated point in the development cycle – game projects started now will be the ones to truly exploit Microsoft, Sony and Nintendo’s current hardware, and so define this generation. We’re therefore going back-to-basics for 2008, with a packed programme focused on perfecting the state-of-the-art,” added Owain Bennallack, Develop conference advisory board chairman.

A variety of different pass types are available for this year’s event: Super, Standard, Mobile, Audio and Expo. Discounts are available on all passes purchased before July 1st, and the expo pass is free of charge.

IEEE 12th International Conference on Information Visualisation (IV08), article accepted

I've just received confirmation that I will be presenting a full paper I authored at the annual international IEEE conference on Information Visualisation, IV08. This will be taking place in July between the 9th and the 11th at South Bank University, London, UK.


The title of the publication I am presenting is "Recent Advances In The User Evaluation Methods And Studies Of Non-Photorealistic Visualisation And Rendering Techniques" and is quite fitting with the overall theme of the sumposium the publication has been assigned to, Design and Aesthetics in Visualisation (DAViz) , which focuses mostly on key research issues in modelling design practice and aesthetics. Design practice refers to the use of visualisation as a component of design processes and methods while aesthetics refers to the role of aesthetics in acceptance, cognition and use of visualisation tools.

For more information check the link below, I will of course post a full report on the conference when I return from it, so check this space for an upcoming post on this!

Thursday, 10 April 2008

3D XNA Game Engine Torque X 2.0 Now Available for Academic Licensing

Game developer and Torque Game Engine creator GarageGames has announced the addition of Torque X 2.0 to its Academic Outreach Program. Torque X 2.0 (detailed in a post a few days ago, found here) provides a complete and flexible 3D game engine on top of Microsoft's XNA 2.0 Framework. GarageGames' Academic Outreach Program was started in 2005 to support up and coming game developers by offering students and researchers hands-on experience with Torque game development technology.

GarageGames originally launched Torque X in the summer of 2007 and since then has continued to add 3D features. It now provides chunked LOD terrain with clipmap texturing, DTS Mesh Support, XNA Model Support, a custom material system, post processing, a 3D particle system, rigid body physics and collision, and built-in components. Torque X 2.0 has been completely updated to XNA 2.0 and is current with MS Visual Studio 2005 products.

According to GarageGames, Torque X also supports the 2D drag-and-drop game creation features of Torque Game Builder. Torque X allows developers a chance to deploy and test their game on retail Xbox 360 units through Microsoft Creators Club.


"Torque provides a compelling opportunity to schools by giving students full source code access to a proven commercial game engine," said Davey Jackson, Director of Academic and Commercial Licensing at GarageGames. "Also, because we offer low cost Indie licenses to Torque, students can create works which they personally own and can publish instead of learning on a technology they would never be able to afford after graduation. Torque X is a fantastic addition to our academic offerings, particularly for schools already working with XNA or for schools with short programs. For students with little programming experience, Torque X is the most accessible 3D game creation tool available today."

The Torque X 2.0 engine binary is a FREE download available from the GarageGames website. Schools interested in licensing the Torque X packages that include full source code or the drag-and-drop Torque X Builder toolset can contact education@garagegames.com for more details or an evaluation.