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by MangoFusion
Tue Oct 25, 2016 9:36 pm
Forum: C++
Topic: IPV6 Support
Replies: 5
Views: 678
Just another update on this... I've submitted a PR for the main ipv6 code, https://github.com/GarageGames/Torque3D/pull/1817 - this covers core ipv6 functionality. As before, the master server at https://github.com/jamesu/PushButton-Master-Server/tree/ipv6_support/ can be used to test returning ipv6...
by MangoFusion
Tue Oct 11, 2016 10:23 am
Forum: C++
Topic: IPV6 Support
Replies: 5
Views: 678
Just an update on this... What currently works: - Connecting to ipv4 addresses (yes, this is backwards compatible) - Connecting to ipv6 addresses - Browsing for ipv6 servers on a LAN - Working with ipv6 TCP sockets - Returning IPV6 addresses from the master server - Registering an IPV6 server with t...
by MangoFusion
Fri Sep 30, 2016 6:22 pm
Forum: C++
Topic: IPV6 Support
Replies: 5
Views: 678
Hey guys, Just thought i'd let you guys know, i'm working on ipv6 support for the T3D (and T2D) networking. Current progress is available at https://github.com/jamesu/Torque3D/tree/ipv6_support . For the master server, i'm just modifying PBMS (since the GG one seems to have been lost in torqueland),...
by MangoFusion
Fri Sep 09, 2016 10:51 am
Forum: C++
Topic: RESOLVED: current T3D 3.9 (dev) crashing while loading DTS
Replies: 6
Views: 893
Probably related to the HW Skinning changes. I've tried in the latest development branch and your shape seems to load fine.

If you have any more bad cases please post any relevant files so I can check.
by MangoFusion
Mon Jun 06, 2016 7:05 pm
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 12472
@
User avatar
JackStone
Make sure you have the openvr dll in your game folder.
by MangoFusion
Mon Jun 06, 2016 12:25 am
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 12472
Time for another update... Still working on controller support. Rendering of the controllers is in, just the interaction API needs to be worked on so you can interact with things in the game world. I'm also working on a new type of object from which the tracking origin can be based (for the controll...
by MangoFusion
Wed May 25, 2016 1:10 am
Forum: Blogs
Topic: Random Code Drabbles
Replies: 17
Views: 3185
Hooking it into the openvr code might prove to be insightful. After all T3D's current player code is a tad bit on the monolithic side so implementing extra things like controller interactions is a little bit of a PITA. For reference, this would include: * Interacting with objects using vr controller...
by MangoFusion
Sat May 21, 2016 3:00 pm
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 12472
Another update.... Finally have a fix for both the scattersky and the lensflare - turns out torque3d likes to assume you have nice on-center projections when changing the frustum distances, which in the case of VR is not the case which was breaking the scattersky. Similarly the lens flare code was n...
by MangoFusion
Wed May 18, 2016 1:36 am
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 12472
Time for another update.... I've changed the scene & gfx code so there's a notion of a head matrix position. This is intended to be mainly used for the diffuse camera transform to calculate metrics - so stuff should appear the same LOD and whatever in both eyes. My current attention has been dra...
by MangoFusion
Sun May 15, 2016 12:57 am
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 12472
Time for another update... I've finished basic support for steamvr overlays - these are the overlays you can see in either the dashboard or overlaid on top of the scene. They'll usually remain present even if the HMD looses tracking status. You can use these to implement basic GUI overlays and such....
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