Search found 24 matches

Search found 24 matches Page 1 of 3
by elfprince13
Sat Jun 10, 2017 9:14 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 180
Views: 24538
We're also looking at shifting to a single shader language that's compiled into the appropriate platform's shader language as needed. This would simplify things for those that want to manually write shaders, would cut down on duplication of common shaders we use for lighting and other baseline rend...
by elfprince13
Wed Apr 05, 2017 8:58 pm
Forum: C++
Topic: VS 2017 support
Replies: 24
Views: 1905
Now that Visual Studio supports alternate compilers (i.e. Clang), I think it would be in everyone's best interest to drop the VC++ compiler (I don't care for the VS IDE either, but that's personal preference - the VC++ compiler is objectively bad).
by elfprince13
Sat Mar 25, 2017 5:52 am
Forum: Torque 3D website feedback
Topic: What is mathjax.org ?
Replies: 6
Views: 962
MathJax is awesome, though I don't think I've actually ever seen anyone use it here before.
by elfprince13
Sat Mar 11, 2017 12:26 am
Forum: C++
Topic: OMFG, my VS 2015 completely melted down.
Replies: 9
Views: 737
I just use a Windows VM, but there are tutorials out there for cross compilation and I'm sure CMake makes it easier now. I'm curious if anyone has verified if the Windows build of Torque is MinGW / Cygwin compatible, because if you are going to cross compile you might as well get the benefit of a mo...
by elfprince13
Fri Mar 10, 2017 2:19 am
Forum: Beginner
Topic: Mountains in the background
Replies: 14
Views: 1184
BLD wrote:Custom skyboxes out of Terragen are wonderful and can match HD photography when done right. They can function as a distant terrain AND skybox all in one.



Ditto on this, though at least last time I looked there was no push-button solution to get skyboxes out, and it required a little fiddling.
by elfprince13
Sat Mar 04, 2017 4:30 am
Forum: Announcements
Topic: Torque 3D 3.10 Released!
Replies: 39
Views: 8761
Glad to hear the AppMesh / TSShapeLoader stuff will stay pretty much intact. I opened an issue here to jumpstart the discussion around how I'd like to see the flexibility of the asset manager expanded.
by elfprince13
Wed Mar 01, 2017 9:02 pm
Forum: Announcements
Topic: Torque 3D 3.10 Released!
Replies: 39
Views: 8761
Sorry - I should have been more clear. I was hoping to discuss specifically the asset system and the new important (rather than the module system and the new template broadly). My project (a) currently uses a custom TSShapeLoader plugin and AppMesh subclass, and (b) doesn't have a clear path to inte...
by elfprince13
Mon Feb 27, 2017 11:18 pm
Forum: Announcements
Topic: Torque 3D 3.10 Released!
Replies: 39
Views: 8761
Assets and Modules The new template will utilize these heavily, but the main advantage is not having to keep tabs on stuff yourself, and not needing to use explicit paths all over the place. This means if something gets reorganized, deleted or renamed, you don’t have a ton of different things explo...
by elfprince13
Sat Jan 14, 2017 6:39 pm
Forum: TorqueScript
Topic: What code editor for Linux?
Replies: 7
Views: 2572
Just wanted to bump this and say I'm a fan of Komodo Edit, and have a plugin for TorqueScript support - https://github.com/elfprince13/KomodoTS
by elfprince13
Sat Jan 14, 2017 6:33 pm
Forum: TorqueScript
Topic: TAML documentation?
Replies: 3
Views: 463
Hi Jeff, that's super helpful, thanks :)
Search found 24 matches Page 1 of 3