Search found 23 matches

Search found 23 matches Page 1 of 3
by lowlevelsoul
Mon Sep 19, 2016 3:58 pm
Forum: Announcements
Topic: Torque 3D 3.9 Release Candidate
Replies: 38
Views: 15619
So I have a Mac and I'm willing to do some work. I checked out the repository from Jeff's repository, but CMake has a bit of a fit when generating a project for me to use. What's the state of the 3.9 development branch? Is it worth checking that out to test? https://github.com/rextimmy/Torque3D/tre...
by lowlevelsoul
Mon Sep 19, 2016 3:23 pm
Forum: Announcements
Topic: Torque 3D 3.9 Release Candidate
Replies: 38
Views: 15619
So I have a Mac and I'm willing to do some work. I checked out the repository from Jeff's repository, but CMake has a bit of a fit when generating a project for me to use. What's the state of the 3.9 development branch? Is it worth checking that out to test?
by lowlevelsoul
Sat Aug 13, 2016 6:01 pm
Forum: Announcements
Topic: Torque 3D 3.9 Released
Replies: 36
Views: 14743
We're also looking at possible C# support, based on Lukas's fine work. I think this is a terrible idea. The main strength of TS is that it's a scripting language aimed at making games, and even more, it's aimed at making games using Torque. Shoe-horning another general purpose language just because...
by lowlevelsoul
Tue Feb 23, 2016 7:27 am
Forum: Torque 6
Topic: OSX Support
Replies: 9
Views: 6410
I wouldn't be much use here - I tend to use SDL when writing mac gfx stuff. Dealing with Cocoa windowing can be a pain. But It's odd, because I had a similar issue with Android - I had to wait until the window was "ready"which wasn't the same as it having been created. This was a bit easier than on ...
by lowlevelsoul
Tue Feb 23, 2016 7:19 am
Forum: Torque 6
Topic: Scene Partitioning
Replies: 11
Views: 4553
I've left culling alone for the time being because I want to do it well and try to avoid the pitfalls you describe. You sound experienced on the topic so any advice you can offer is much appreciated. ..... Essentially I've built the scene processing in a way that lends itself very well to various c...
by lowlevelsoul
Sun Feb 21, 2016 9:22 am
Forum: Torque 6
Topic: OSX Support
Replies: 9
Views: 6410
Awesome stuff! I was just lamenting the slightly broken Mac build own the scene partition thread.
by lowlevelsoul
Sun Feb 21, 2016 9:06 am
Forum: Torque 6
Topic: Scene Partitioning
Replies: 11
Views: 4553
Sorry, I haven't had a look at this thread for a while due to work and stuff. I think the basic issue is that it doesn't really matter if you implement sub-scenes, some sort of soft occlusion culling tech or whatever; you're still having to test every object in the currently active scene against the...
by lowlevelsoul
Sun Dec 06, 2015 10:09 am
Forum: Torque 6
Topic: Scene Partitioning
Replies: 11
Views: 4553
Are you talking about dynamically partitioning the scene for performance or an artists ability to break a larger scene into a series of smaller scenes? I think both options are valid, although I would lean more towards dynamic partitioning, with a common scene manager interface that can be abstract...
by lowlevelsoul
Wed Nov 25, 2015 4:26 pm
Forum: Torque 6
Topic: Scene Partitioning
Replies: 11
Views: 4553
I have a few questions w.r.t. the partitioning of the visual scene.
  • Is there any partitioning happening at all?
  • If so, what scheme is being used? (sphere tree, octree etc.)
  • Would there be scope to add other/custom partitioning schemes?
by lowlevelsoul
Fri Apr 10, 2015 11:14 am
Forum: Blogs
Topic: Unreal Engine 4, Unity 5.. Torque 6?
Replies: 70
Views: 17679
The whole argument against deferred lighting is increased render-pipe complexity. That somehow, an extra geometry draw pass is somehow a major problem - but it's not that hard. It doesn't really add a lot of complexity at all - at least not from my view. But then, I designed the batching system to d...
Search found 23 matches Page 1 of 3