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Search found 637 matches Page 1 of 64
by JeffR
Wed May 24, 2017 5:08 pm
Forum: Beginner
Topic: waterfall?
Replies: 12
Views: 113
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subabrain
Cool!

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Duion
river objects have a flow force as well, I believe, but yeah, couple ways to do the same thing.
by JeffR
Wed May 24, 2017 5:06 pm
Forum: Content
Topic: physic Cloth of PhysX has been removed?
Replies: 2
Views: 85
So, Timmy informed me that the cloth was part of the older PhysX lib implementation, and didn't make the hop to the current version and would need to be re-implemented. There's a few repos with various physics stuffs that implement stuff like ragdolls, GPU rigidbodies and the like, so I'll put that ...
by JeffR
Tue May 23, 2017 3:55 pm
Forum: Beginner
Topic: Particle Emitter Confusion
Replies: 6
Views: 55
Very slick :D
by JeffR
Mon May 22, 2017 3:54 pm
Forum: Beginner
Topic: waterfall?
Replies: 12
Views: 113
I don't believe (going off my memory because his posts were edited) he was doing anything with any special/unique feature, he was just using the river object in a clever way. If you have the river's path follow the flow of the waterfall, and then add particle effects to the top, along the body(where...
by JeffR
Mon May 22, 2017 3:48 pm
Forum: Rendering
Topic: More accurate point-light shadow rendering?
Replies: 7
Views: 5703
Yeah, I'm still thinking that part of it is the depth precision, given that the original shots showed a bring-in on the nearplane. We've been planning to do an inverted depth buffer for 4.0, which should reduce precision issues with a bunch of different things that rely on it such as z-fighting, and...
by JeffR
Mon May 22, 2017 3:34 pm
Forum: Content
Topic: physic Cloth of PhysX has been removed?
Replies: 2
Views: 85
Sorry for the delay on spotting this. I'm fairly sure that cloth still works in current, but you do need to enable the PhysX module when compiling the engine in order to utilize the PhysX stuff(same with Bullet) as by default the built-in stock physics are the default. If you do that, then you shoul...
by JeffR
Fri May 19, 2017 4:42 pm
Forum: Tools
Topic: [release] debugger for torque script
Replies: 7
Views: 274
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Jason Campbell
You're correct, but nip in the butt is just funny to say/imagine :P
by JeffR
Thu May 18, 2017 3:40 pm
Forum: Blogs
Topic: Torque3D is a major part of my master's thesis
Replies: 2
Views: 127
Unfortunately, Twitch keeps deleting my videos


Classy. Very classy, twitch.

But yeah, I'll definitely be reading through the draft. Machine learning and neural nets are very interesting and deep topics :D
by JeffR
Wed May 17, 2017 5:38 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 131
Views: 13669
So, I've been talking about probes a lot of late, and most recently, a fair bit about Spherical Harmonics. I linked to a couple of things, but I figure that for posterity, and clarity, it'd be worth it to just jot down what it is and how it do, if for nothing else except to have a good breakdown of ...
by JeffR
Wed May 17, 2017 6:36 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 131
Views: 13669
So, for a breakdown on the todo for probes, here's what remains: ⋅  Get box mode working properly, with it rejecting pixels that fall outside it's volume ⋅  Test and tweak the reflect angle math. As-is, it's a perfect mirror reflect off the normal, which looks to empircally be a ...
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Search found 637 matches Page 1 of 64