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by buckmaster
Wed Feb 08, 2017 8:00 am
Forum: Announcements
Topic: Torque 3D 3.10 Released!
Replies: 39
Views: 8700
Congrats and thanks to all who were involved in this release!

I can't wait to see how things get on now that all the long-term plans (ECS, PBR, template refactor) can be brought to fruition :)
by buckmaster
Tue Jun 21, 2016 6:50 am
Forum: C++
Topic: Double-Precision Rendering of Large Objects in T3D
Replies: 3
Views: 846
In case you haven't seen it already, I highly recommend this series of articles on Gamasutra to anyone trying to to large-scale rendering. I don't think you've having exactly the issue I thought of first (the author uses double-precision for storing object locations, but still renders using floats),...
by buckmaster
Wed Oct 07, 2015 3:35 am
Forum: Announcements
Topic: Torque 3D 3.8 Released
Replies: 39
Views: 11610
*Applause*

@
User avatar
JeffR
you deserve tons of kudos for being the only active SC member for a large part of this release. Cheers and great work! Looking forward to 3.9 :)
by buckmaster
Tue Oct 06, 2015 7:33 am
Forum: C++
Topic: Multithreading the engine
Replies: 21
Views: 4973
I've heard rumours about someone trying that. I agree, I think it might be a decent idea, though IIRC @MangoFusion was close to getting GPU skinning working, so it might be moot. It might honestly be easiest to just add more documentation about T3D's threading features and add more examples of their...
by buckmaster
Tue Aug 25, 2015 12:56 pm
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 25141
Thanks :). Looking good... just those reflections and it'll almost look the same!
by buckmaster
Tue Aug 25, 2015 4:21 am
Forum: Torque 6
Topic: Global Illumination
Replies: 34
Views: 5449
Slick as! Coming along very nicely :)
by buckmaster
Mon Aug 24, 2015 2:04 pm
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 25141
@
User avatar
koros
is it just me or are those images not public?
by buckmaster
Mon Aug 24, 2015 1:13 pm
Forum: TorqueScript
Topic: Replacing TorqueScript with Lua
Replies: 20
Views: 3448
Yeah, I definitely agree that having more stuff in the engine would make it easier to ditch TS - and something we were chatting idly about within the SC around the start of the year was starting to port the editor suite into C++ for just that reason. But the effort involved would be monumental.
by buckmaster
Sun Aug 23, 2015 7:41 am
Forum: General
Topic: Troque 3d small issue
Replies: 7
Views: 1256
Thanks for the report! Did you compile a 32-bit or 64-bit binary? CMake or Project Generator? I need to get myself some Windows 10 happening...
by buckmaster
Sun Aug 23, 2015 6:38 am
Forum: TorqueScript
Topic: Replacing TorqueScript with Lua
Replies: 20
Views: 3448
Since we were talking about engine startup I'm going to mention t3d-bones , which contains a very minimal example of starting up the engine. My 'minimal' I mean it still has 1MB of scripts in the sys/ directory, but at least it's a bit more approachable. Also, since credit is due: Michael Hall is re...
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