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Search found 732 matches Page 1 of 74
by JeffR
Wed Jan 17, 2018 10:33 pm
Forum: TorqueScript
Topic: TorqueScript to be deprecated?
Replies: 3
Views: 85
Az is correct. Lukas's work to enable C#(and potentially other languages) is purely a convenience feature addition so that people more familiar with C# or whatnot have the option to use it. There is no standing plan to remove TorqueScript as the primary script language for T3D. We're adding options,...
by JeffR
Tue Jan 16, 2018 1:18 am
Forum: Beginner
Topic: 3.10 or wait for 4.0
Replies: 12
Views: 276
Lots to discuss here, I see! I suppose that while the workblog is a good overview of the ongoing work, it's hard to understand the scope of it in regards to the current development branch. So, allow me to take some time and answer inquiries as well as lay out the game plan a little more clearly: To ...
by JeffR
Sat Jan 13, 2018 3:19 am
Forum: Show-off
Topic: Rogue Mission
Replies: 15
Views: 367
Looking pretty noice! You may not have seen it, but the guy that started MakeHuman started up a new project that basically does a similar deal, but it's directly integrated into blender as an addon: http://www.manuelbastioni.com I think I prefer the meshwork it puts out compared to MakeHumans. May b...
by JeffR
Sat Jan 13, 2018 3:13 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 195
Views: 27862
1) I think the primary focus is going to be towards the OpenVR library for now, as most things are looking to be supported through that. Custom libraries can be supported alongside that as needed, of course, but I think the primary focus of core dev'll be with OpenVR. No idea if Microsoft's stuff wo...
by JeffR
Fri Jan 05, 2018 4:07 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 195
Views: 27862
I'm the one with write access, but we have several people acting as the core driving direction of the engine, so don't worry on that end. @HeadClot 1. Is it safe to assume that with the Vulkan wrapper that we would be able to target mobile platforms such as Android and possibly iOS? It's an option i...
by JeffR
Mon Jan 01, 2018 8:35 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 195
Views: 27862
We're currently looking primarily at the GL/Vulkan, but DirectX has some value and may be worth tying into. That said, the APIs have 99% feature API, and if/when we add UWP support later, it actually will properly support OGL/Vulkan mode, so we don't even need DirectX for that, either. So, in short,...
by JeffR
Mon Jan 01, 2018 8:25 am
Forum: Blogs
Topic: Torque3D MIT Mod DB page
Replies: 6
Views: 206
I went ahead and established a specific group. If you want to hook the engine page to it, we can start to properly centralize info on the site.

http://www.moddb.com/company/the-torque-group
by JeffR
Wed Dec 27, 2017 10:44 pm
Forum: C++
Topic: libmng and lungif
Replies: 3
Views: 120
Yeah, fair point, I think. I don't think there'd really be any loss in removing them. Any animated image elements we display are going to be driven via UV animation and shaders anyways.
by JeffR
Wed Dec 27, 2017 5:39 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 195
Views: 27862
Wew, lad that's a lot of stuff! ∑(´0ω0`*) http://yorkshirerifles.com/random/information_overload_320x24.gif Hope everyone managed to find time to gorge on dead ground bird whilst they were beavering away! This will lead to lower load times, less load stutter Hurray for less load stutter! I know tha...
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Search found 732 matches Page 1 of 74