As we reported back in december, Torque2D was going open source. Well, the day has finally arrived, Torque2D's source code is up on Github now.
So what is Torque2D? It is a 2D cross platform game engine, previously under a commercial license. I will let them describe their baby:
In simple terms, Torque 2D is an extremely powerful, flexible, and fast engine dedicated to 2D game development. The following is a breakdown of the core facts about the engine:
Currently supported platforms:
* OS X
Support for new platforms is surely on the way. In fact, YOU get to help us decide what we should work on, be it Linux, Android, editors, or just simple bug fixing.
* Core: C++
* Windows: C++ and Windows API
* OS X: C++, Objective-C, and Cocoa API
* iOS: C++, Objective-C, and Cocoa touch API
* Box2D physics
* Simple and flexible sprite system
* Composite system capable of rendering thousands of images and animations with little performance impact
* Integrated asset system that manages all your asset loading and unloading in an optimized manner
* Flexible module system that makes rapid prototyping a snap and code reusability a simple matter
* TexturePacker Support
* TAML serialization format (like XAML and XML)
* Batched rendering
* Multiple collision shapes
* Built-in unit testing framework, cross platform
* Solid behavior system for packaging reusable game logic that can be applied to multiple sprites in different projects
In addition to the core engine languages, you can script all your game play via TorqueScript. This is a C-like syntax language that is very simple to learn and utilize for your projects. Additionally, persistent files such as particles, levels, GUIs, and more are stored as "TAML" (Torque Application Markup Language). If you have ever edited XML or XAML in the past, you should feel more than comfortable with TAML.
Blazing fast performance on Windows, OS X, and iOS. On desktop platforms, you can have thousands of sprites, particles, and physics objects running at once without ever dipping below the 60 fps mark. While more limited, iOS hardware can run the engine at a solid 60 fps, even with hundreds of objects interacting on screen.
Very cool move open sourcing this GarageGames, I hope it works out for you.
You can read the complete announcement here.