Search found 712 matches

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Search found 712 matches Page 1 of 72
by JeffR
Mon Nov 20, 2017 4:53 pm
Forum: Content
Topic: osm2torque: OpenStreetMap in Torque3d
Replies: 6
Views: 1861
Hey, nice find! That looks really slick.
by JeffR
Mon Nov 20, 2017 4:52 pm
Forum: C++
Topic: I need biginner help
Replies: 8
Views: 86
I'll admit that I haven't used Code::Blocks at all except on linux. On windows pretty much everyone uses Visual Studio since the Community edition is free, haha. Did you generate the projects using the cmake commandline? or the gui? I personally find the gui a lot harder to screw up. I've tried usin...
by JeffR
Mon Nov 06, 2017 6:20 am
Forum: General
Topic: Where is everyone?
Replies: 20
Views: 484
I'm still here, toiling alone off in the deep woods. Not leaving T3D anytime soon though, and hoping to have some cool videos to share shortly. Finally got a week off from day job to actually push the ball forward. Currently most involved in BadBehavior trees. Ah, very cool! Been unusually rare her...
by JeffR
Fri Nov 03, 2017 3:26 pm
Forum: C++
Topic: How can i add 3rd party library into torquescript?
Replies: 6
Views: 224
Sorry guys! Halloween was busy for me! Ok, so yeah the just of what everyone is saying is correct. If you want to add a new library and then have it be accessable in script, you have a few steps to do: 1) add it to the engine via a library in CMAKE, and then compile it into the engine. As Jason said...
by JeffR
Fri Nov 03, 2017 3:12 pm
Forum: Beginner
Topic: character customization mechanics
Replies: 5
Views: 118
There's a number of options in how to approach this, each with their pros and cons. Stuff like character height is pretty easy, but once you go beyond that, it gets more involved and there's tradeoffs to which technique you go for. The most common one now-adays is having a bunch of additional bones ...
by JeffR
Fri Nov 03, 2017 3:02 pm
Forum: General
Topic: Where is everyone?
Replies: 20
Views: 484
Yeah, everyone looks to use the forums for talking about projects or getting issues resolved, rather than random discussions about stuff, so it can be a little slow sometimes. But we're constantly in the irc hanging out if you wanted some good-old fashion chumming around with the community action ;)...
by JeffR
Tue Oct 24, 2017 5:05 pm
Forum: Beginner
Topic: Network capacity
Replies: 2
Views: 142
@marcosnt Whoops, sorry this got passed by a different thread and I hadn't seen it. To build on Duion's post, in theory it should work out of the gate as long as your server machine has the horsepower, and your network connection isn't dialup. You may need to slim down the data sent per-update as yo...
by JeffR
Mon Oct 16, 2017 4:05 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 172
Views: 22804
Oh, man forgot another bit being worked on: Custom Shader Features. So, you may or may not be aware of how the material/shaders system in T3D works. It's a bit fuzzy unless you go digging through the code, but don't worry, I'll explain the basics first. In T3D, you have 2 types of materials. Materia...
by JeffR
Mon Oct 16, 2017 7:32 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 172
Views: 22804
Hey guys! Time for another update! Predictably, lots of stuff has been worked on since the last update, it's hard to know where to begin, haha. Well, first and foremost, lets get it out of the way: thanks to the excellent efforts of @Bloodknight getting a nice, clean PR put together, AFX has been of...
by JeffR
Mon Oct 16, 2017 6:28 am
Forum: Blogs
Topic: TorqueScript Improvements
Replies: 5
Views: 391
This has all around been a pretty interesting project to help with. It'll be fun to get it all finalized and capitalize on those sweet, sweet gains.
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Search found 712 matches Page 1 of 72