Search found 10 matches

Search found 10 matches Page 1 of 1
by Happenstance
Sat Jul 01, 2017 8:44 pm
Forum: C++
Topic: Meaning verification DefineEngineFunction & ConsoleFunction
Replies: 11
Views: 352
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: 352
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: 352
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: 118
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: 17
Views: 9114
Any progress on this?
by Happenstance
Mon Jun 05, 2017 9:45 am
Forum: C++
Topic: VS 2017 support
Replies: 24
Views: 1380
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: 11618
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: 11618
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.
by Happenstance
Mon Jan 02, 2017 1:36 am
Forum: Announcements
Topic: 3.10 Release Candidate
Replies: 51
Views: 11618
@JeffR - I'm in the same boat as HeadClot so I appreciate the overview of all of the improvements in 3.10 & 4.0. I'd like to start a new project with T3D using 3.10 but I'm concerned the transition to 4.0 will be a hassle. Is the new base template (the one that's making use of the module & a...
by Happenstance
Sat Apr 11, 2015 9:38 pm
Forum: Beginner
Topic: Best way to work with T3D GitHub repository?
Replies: 7
Views: 828
Apologies for bumping this but I have the same questions as Mud-H. I'm still fairly new to git, so if someone with more experience could chime in I'd appreciate it. Let's say I have a project and I want to use the the latest 'master' release of T3D (3.6.3). I'm going to need to modify the engine sou...
Search found 10 matches Page 1 of 1