Search found 29 matches

Search found 29 matches Page 1 of 3
by Happenstance
Fri Jan 26, 2018 2:59 am
Forum: C++
Topic: StandardMainLoop::handleCommandLine()
Replies: 1
Views: 53
Thoughts on just replacing handleCommandLine() with something like: bool StandardMainLoop::handleCommandLine( S32 argc, const char **argv ) { // Allow the window manager to process command line inputs; this is // done to let web plugin functionality happen in a fairly transparent way. Platfo...
by Happenstance
Fri Jan 26, 2018 2:52 am
Forum: C++
Topic: StandardMainLoop::handleCommandLine()
Replies: 1
Views: 53
So this is kind of ugly. The code jumps through hoops supporting custom entry scripts being passed in via commandline and what I assume is an older version of zip support (TORQUE_ENABLE_VFS) which isn't used anywhere else. bool StandardMainLoop::handleCommandLine( S32 argc, const char **argv ...
by Happenstance
Thu Jan 25, 2018 9:03 pm
Forum: Rendering
Topic: Deferred Decals
Replies: 6
Views: 211
Not many, at least as far as I know. They can create edge artifacts in certain cases and might be tricky to use with baked light depending on how it's done.

Apparently Andrew implemented these in Torque6. Think I'll look around and see if there's something that can be ported over.
by Happenstance
Thu Jan 25, 2018 5:54 pm
Forum: Rendering
Topic: Deferred Decals
Replies: 6
Views: 211
Using Torque as an example, decals are rendered by creating a new mesh with geometry that conforms to whatever surface you're projecting them on. One of the problems with this method is it fails at extreme angles (think about a corner of a room where the walls meet the ceiling or a highly tessellate...
by Happenstance
Wed Jan 24, 2018 9:37 pm
Forum: Rendering
Topic: Deferred Decals
Replies: 6
Views: 211
Interesting technique for drawing decals in a deferred renderer: http://martindevans.me/game-development/2015/02/27/Drawing-Stuff-On-Other-Stuff-With-Deferred-Screenspace-Decals/ and shader code: https://github.com/martindevans/Myre/blob/master/Myre/Myre.Graphics.Content/Decal.fx Avoids the expense ...
by Happenstance
Sat Jan 20, 2018 9:34 pm
Forum: General
Topic: Biggest Tease - Trench
Replies: 5
Views: 284
Interesting. Never heard of this one. Looks like it's a dead project, though? It'd be nice if some of these developers would be more active in the community. I can't help but think there's some good improvements to the engine lurking in the codebases of games like Steam Hammer, Frozen Synapse 2, etc...
by Happenstance
Mon Jan 15, 2018 3:00 pm
Forum: C++
Topic: HitBox resource help.
Replies: 21
Views: 648
Does raycast return a hit if you don't use a detail level? Does the shape editor show all of the hitboxes when you inspect the model?
by Happenstance
Mon Jan 15, 2018 1:24 am
Forum: Show-off
Topic: Rogue Mission
Replies: 15
Views: 539
This looks interesting, always room for a spy RPG. Looking forward to seeing more.

I hadn't heard of Top Secret so I looked it up - looks fun. There's a new version that just came out, might have to look into getting it.
by Happenstance
Sun Jan 14, 2018 3:49 pm
Forum: Beginner
Topic: 3.10 or wait for 4.0
Replies: 19
Views: 759
Would you mind sharing this out of curiosity? Sure. I'll try to get something uploaded later today. I also have a 'slim-310' branch on my github (https://github.com/chaigler/Torque3D/tree/slim-310) that's basically what I posted about earlier, except it only supports basic lighting. Edit: Uploaded ...
by Happenstance
Sun Jan 14, 2018 12:04 am
Forum: Beginner
Topic: 3.10 or wait for 4.0
Replies: 19
Views: 759
It's an interesting time to start something new with T3D because as you said, 4.0 is going to change how we use the engine in some really significant ways but it's still months away so we're stuck in this strange limbo between versions. My recommendation, assuming you're wanting to start a project n...
Search found 29 matches Page 1 of 3