Torque 2D goes open source

One question that people often ask when they see our games is “How did you make this?” It is a question asked both by people who have very little computer experience and by other professional programmers. When another programmer asks us how we made a game, what they are really asking is: “What set of libraries and code did you start with?” Writing a game (or really any software) is a little like cooking: There are lots of different levels of “from scratch”. Did you buy a pre-made pie and put on the whipped cream? Or did you buy the can of fruit and a crust and bake it? Or did you make your own crust and filling? Or did you harvest the fruit and grind the flour and refine the sugar? Continue reading “Torque 2D goes open source”