Search found 41 matches

Search found 41 matches Page 1 of 5
by Hutch
Sat Nov 18, 2017 6:20 pm
Forum: Blogs
Topic: TorqueScript Improvements
Replies: 5
Views: 378
Hey guys!

The pull request is up! CLICK HERE!

I've been experimenting with rewriting the interpreter again to use a register based bytecode format. Will keep folks posted if I manage to get around to it.

Thanks!
JeffH
by Hutch
Mon Oct 16, 2017 12:44 am
Forum: Blogs
Topic: TorqueScript Improvements
Replies: 5
Views: 378
Hello everyone, Over the past few weeks, I have been giving the TorqueScript virtual machine a makeover with the guidance and support of JeffR, GlennS, Mango, and a few others. The goal is to improve performance and make the vm more maintainable. A few highlights of what's happening in detail. Note:...
by Hutch
Thu Aug 04, 2016 10:55 pm
Forum: General
Topic: Mac Port
Replies: 9
Views: 1055
Hey thanks @Timmy for picking up where I left off :) I want to stress that we would like to see as many mac users as possible test this, because we are very limited as to what hardware we can test with MacOS. I have a 2013 15inch Macbook Pro w/ retina display with Intel Iris Pro graphics, and a 2011...
by Hutch
Tue Jul 05, 2016 4:32 pm
Forum: Announcements
Topic: Torque 3D 3.9 Release Candidate
Replies: 38
Views: 9050
I can confirm that it compiles and runs with the 10.11 latest SDK using XCode 7.0.1 and MacOS 10.11.5. You need to do 2 things in CMake: 1. set the CMAKE_OSX_DEPLOYMENT_TARGET property to 10.9 2. set the CMAKE_OSX_ARCHITECTURES property to i368 I will not recommend supporting below 10.9.5 Note that ...
by Hutch
Tue Jul 05, 2016 4:12 pm
Forum: Announcements
Topic: Torque 3D 3.9 Release Candidate
Replies: 38
Views: 9050
macosx branch. the cocoa branch should probably not be used as that was when I was being stubborn on SDL as it was still unstable and thinking about just porting everything. I also broke some functionality in the branch as well :l. Probably just use the macosx branch. It needs to be pulled up to dat...
by Hutch
Sat Jul 02, 2016 7:36 pm
Forum: Announcements
Topic: Torque 3D 3.9 Release Candidate
Replies: 38
Views: 9050
Mac OSX Cocoa branch is very unstable and broken as I was just getting it to compile and load a blank window on x64. The branch you will want to use is the macosx one as that is more stable. It requires compiling with the 10.7 SDK and 32bit only, because it depends on old deprecated (and removed in ...
by Hutch
Tue Oct 13, 2015 7:04 am
Forum: Looking for help
Topic: Mac-Heads, Unite!
Replies: 16
Views: 5070
So, folks, az and i found out that state blocks were messing up advanced lighting. That is now fixed. spotlights need fixed but we know its more stateblocks that are needed to be checked. I added in the openal fixes from Tim-MGT that he sent me probably over a year ago, so now we have advanced light...
by Hutch
Thu Oct 08, 2015 5:32 am
Forum: General
Topic: T3D in the future
Replies: 16
Views: 2255
Note once Torque updates to using the windows SDK, even DX9 will not require redistributables. Rather, the developer can provide the d3dcompiler_xx.dll file
by Hutch
Wed Oct 07, 2015 11:33 pm
Forum: General
Topic: T3D in the future
Replies: 16
Views: 2255
DirectX 9 has been used to make many good games such as Skyrim and Stracraft II. Hence people would be very angry if they could not play those games. I find it very hard to believe that support for DirectX 9 will go away very soon. I just want to say that I am still able to run DX7 and OpenGL 1.1 i...
by Hutch
Wed Oct 07, 2015 4:59 am
Forum: General
Topic: T3D in the future
Replies: 16
Views: 2255
This should get us a baseline implementation of DX11 - it may not see tons of performance gains at first, but we can steadily improve it as we go. Having it in at all is the big first step. rgr that one. I'm gonna reckon there will be some performance, considering drawcall overhead is def. reduced ...
Search found 41 matches Page 1 of 5