Arcane FX

Friendly conversations, and everything that doesn't fit into the other forums.
38 posts Page 4 of 4
Azaezel
Posts: 393
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Wed May 20, 2015 6:39 am
Sorry for the long delay there. No excuses. Would say something along the lines of...

AFX_Development would be the type of thing I'd look to PR to you when it comes to stuff like https://github.com/Azaezel/Torque3D/com ... 0b9531f010 since that touches on afx and afx alone, while an

AFX_Integration would be the type of thing I'd personally look for for stuff like https://github.com/Azaezel/Torque3D/commits/afx_full which brings it up to main repo development spec. (well, at that point)

The question has also come up in up in another thread of how much of this stuff you want to continue maintaining yourself, and how much you'd prefer the community to take responsibility for?
Azaezel
Posts: 393
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Thu Jun 25, 2015 1:09 am
@
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Faustlogic
: 3.7 finally dropping reminded me still hadn't thrown over those opengl file alts publicly yet. Those'll be sitting in the afx_full queue. Also found a pinhole leak in the validators for afxMagicMissile. that one's sitting in the afx_alts queue. Just want a clean PR tossed your way straight to your master fork bringing it up to 3.7 spec next time I get a chance to come up for air?
Dwarf King
Posts: 158
Joined: Thu Feb 05, 2015 7:20 pm
by Dwarf King » Sat Jul 11, 2015 7:48 pm
So I am testing the Torque 3D v3.6.3 with AFX MIT. I get a Precompile failed when I launch the Torsion start in Debug or release mode....

Any ideas what could be the reason?

In runs fine in the Visual Studio 2013 Community edition.

Edit UPDATE:
Firewall issue :mrgreen:

Good damn anti virus update decided to blog it all :x

Working fine now :D
Azaezel
Posts: 393
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Sat Aug 08, 2015 6:49 am
Since 3.8 is rounding the bend and I (finally) got an ubuntu dual-boot up and running, couple more adds to support that end once there's a place to stick em:

https://github.com/Azaezel/Torque3D/com ... c3bb767a75 +
https://github.com/Azaezel/Torque3D/com ... f579151973
Dwarf King
Posts: 158
Joined: Thu Feb 05, 2015 7:20 pm
by Dwarf King » Sat Aug 08, 2015 5:11 pm
Azaezel wrote:Since 3.8 is rounding the bend and I (finally) got an ubuntu dual-boot up and running, couple more adds to support that end once there's a place to stick em:

https://github.com/Azaezel/Torque3D/com ... c3bb767a75 +
https://github.com/Azaezel/Torque3D/com ... f579151973


This is really awesome! I am running Ubuntu 14.04 on a small m11x Laptop and it runs very well.

With strong OpenGL support for AFX DX11 would not be so urgent after all :D
Chelaru
Posts: 194
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Fri Sep 04, 2015 1:59 pm
Hey.

Would ArcaneFx be a part of the main line of T3D?
Dwarf King
Posts: 158
Joined: Thu Feb 05, 2015 7:20 pm
by Dwarf King » Thu Oct 15, 2015 7:47 pm
Chelaru wrote:Hey.

Would ArcaneFx be a part of the main line of T3D?


It would appear that such plans is not on the table for now. AFX MIT will stay an add on for Torque 3D MIT until the Steering Community decides otherwise.

Nonetheless it is a tool any scifi or fantasy game would love to have. In reality AFX is a special effect system. You can script your animations in any order you would like in combination with your effects, make poisonous clouds, laser guns, magic etc. etc.

I have used it to make special bow skills. Sniper shots, rapid fire etc. Awesome to behold the power of this tool. More about that later... ;)

Awesome tool and piece of work that I would be sad to not have by my side. Of course I am using the commercial version called AFX 2.0 which came with a huge demo. That demo taught me A LOT about how flexible Torque tech is when a good programmer(Jeff) starts using it.

Jeff is the best :mrgreen:
Johxz
Posts: 433
Joined: Sat Feb 07, 2015 11:37 pm
by Johxz » Mon Nov 16, 2015 8:10 pm
Any update about this? :?:
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