Search found 12 matches

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by Happenstance
Sat Nov 04, 2017 2:33 pm
Forum: General
Topic: Where is everyone?
Replies: 20
Views: 571
Godot has a lot going for it but 3.0 is still a ways out from being "production ready" in my opinion. In another 6-8 months I expect 3.0 will be stable enough to use and should be a viable alternative to Unity for 3D games. I'm sticking with T3D, though. I like how 4.0 is shaping up - drop...
by Happenstance
Wed Nov 01, 2017 9:22 pm
Forum: General
Topic: Where is everyone?
Replies: 20
Views: 571
Just waiting on 4.0 here. It feels like a bad time to start something new with T3D because it's such a moving target right now.
by Happenstance
Sat Jul 01, 2017 8:44 pm
Forum: C++
Topic: Meaning verification DefineEngineFunction & ConsoleFunction
Replies: 11
Views: 547
Typically the two renderable classes you'll work with are TSStatic (a lightweight static mesh class with basic support for animations, collision, etc.) and StaticShape (like TSStatic but with much more functionality, including datablock support). TSStatic is usually used for static scenery objects l...
by Happenstance
Sat Jul 01, 2017 1:34 pm
Forum: C++
Topic: Meaning verification DefineEngineFunction & ConsoleFunction
Replies: 11
Views: 547
The point of ConsoleObject is just to define some basic functionality required to interface with the console/scripting system. SimObject inherits from ConsoleObject but adds additional required functionality. simObject.h explains this is more detail. I think it used to be possible (waay back in the ...
by Happenstance
Fri Jun 30, 2017 7:27 pm
Forum: C++
Topic: Meaning verification DefineEngineFunction & ConsoleFunction
Replies: 11
Views: 547
Your code looks fine as far as I can tell but inheriting from SimObject (or even lower, to SceneObject or GameBase) is typically what you want to do. The only classes in the engine that inherit from ConsoleObject are SimObject and NetEvent, neither of which are meant to be instantiated directly from...
by Happenstance
Fri Jun 30, 2017 3:36 am
Forum: C++
Topic: Assert on exit in ShadowMapManager
Replies: 1
Views: 194
Posting this here instead of creating a new issue on github because I'm not exactly sure why this happens (or rather, why it doesn't happen in a stock build of T3D). In my build (based off of the latest dev branch with these changes to remove Basic Lighting) I get an assert when exiting the engine: ...
by Happenstance
Tue Jun 06, 2017 3:38 pm
Forum: Torque 6
Topic: Development Status
Replies: 18
Views: 9744
Any progress on this?
by Happenstance
Mon Jun 05, 2017 9:45 am
Forum: C++
Topic: VS 2017 support
Replies: 24
Views: 1883
The fix for this was supposed to be in the VS2017 15.3 release but the preview version is still tripping up over the 'MaybeSelfEnabled' template in engineFunctions.h. Anyone know of a workaround?
by Happenstance
Mon Jan 16, 2017 12:38 am
Forum: Announcements
Topic: 3.10 Release Candidate
Replies: 51
Views: 12487
What's the status of the OpenGL layer on Windows? Would it be possible to rip out the DirectX layer (D3D9, 11, and XAudio) and just have a build that uses OpenGL and OpenAL on Windows? Am I correct in assuming the SDK wouldn't be required in that case?
by Happenstance
Tue Jan 03, 2017 2:28 am
Forum: Announcements
Topic: 3.10 Release Candidate
Replies: 51
Views: 12487
That's great. Thanks! I'm going to look over everything this week in more detail but the quick glance I had at the template code has me excited for 4.0.
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Search found 12 matches Page 1 of 2