could start from scratch. The engine supported loading of 3D models in the DTS and DIF file formats. DTS models were typically used for characters and vehicles though occasionally for buildings and interiors. They could be animated using either 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 pre-calculated lighting and as such are ill-suited for animation. Instead, they were used for buildings and interiors. They automatically had 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 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. 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++. Torque 3D Torque 3D version 1.2 was released as open-source software under the MIT License on September 20, 2012, and is being actively maintained, the current version being 3.10. Originating as a successor to Torque Game Engine Advanced (TGEA), Torque 3D features PhysX support, modern shader features, an advanced deferred lighting model, as well as build support for Windows, macOS and Linux. DTS and DIF have been superseded by COLLADA, a more commonly supported interactive 3D model file format. The DIF format has been completely deprecated, while DTS is still used as an internal format. Release history Torque 2D Torque 2D, originally Torque Game Builder, is a game engine designed for 2D games and based on the Torque Game Engine. It was first released in 2006, in