Heka

0.1 – Early Steps

July 28, 2012 Blog

When I started developing Heka, I only had a rough idea of how it would look and work. I read several articles on component design and knew the Torque Engine quite well, but by and large, I was flying blind. This was not so much because I didn’t know what I’m doing, but more so […]

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0.0 – Building Heka

July 28, 2012 Blog

It was roughly two years ago, when Phil Carlisle told me about the Component Architecture and how he uses it in his game project. The idea literally exploded in my Mind and I had to try it. So I forked out a vanilla copy of Torque 3D (1.1 beta 3, later upgraded to 1.1 final), […]

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