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by JeffR
Mon Sep 10, 2018 5:08 pm
Forum: Roadmap
Topic: Physically Based Rendering
Replies: 1
Views: 122
So, if you've been in the discord, reading posts on here, or followed my workblog at all, you've no doubt seen a lot of talking about Physically Based Rendering. There's a lot of primers and explanations on what exactly that is, so I won't really go into the details of that here, but I do want to go...
by JeffR
Mon Sep 10, 2018 4:31 pm
Forum: Roadmap
Topic: The Roadmap
Replies: 12
Views: 745
@
User avatar
marauder2k9
Cool, more test maps will definitely be handy.
by JeffR
Fri Sep 07, 2018 5:53 am
Forum: Roadmap
Topic: The Roadmap
Replies: 12
Views: 745
@Timmy: I think once we get it functional, we need to have a test map to demo/test features and have a corner that's a 'confetti party' - aka a million bloody confetti particles flying everywhere at all times :P You know.....for testing. Also, did an update for the August milestone. Running a little...
by JeffR
Tue Sep 04, 2018 8:50 am
Forum: TorqueScript
Topic: BUG?
Replies: 1
Views: 211
It still works to just call Test::Func direction in the console, right?
by JeffR
Tue Sep 04, 2018 8:48 am
Forum: Rendering
Topic: BEGINNER - Advanced lighting shadows causing ugliness .
Replies: 6
Views: 383
Yeah, we'd noted the issue with the cube projection. It was deigned a bit lower priority due to how expensive that mode of pointlights is, so it's less often used, but we're definitely aware of it. Current suspicion is that it has something to do with depth precision. We want to do an inverse depth ...
by JeffR
Tue Sep 04, 2018 8:45 am
Forum: Announcements
Topic: Torque 3D 3.10.1 Hotfix Released!
Replies: 7
Views: 2141
One question... Will this version work on Window 10 when one loads into the world editor and clicks on the menu buttons? Last one had some serious crashing issues with that. One would load the game demo and it worked but as soon as one entered the World Editor it would crash the very minute one pus...
by JeffR
Tue Sep 04, 2018 8:43 am
Forum: Roadmap
Topic: The Roadmap
Replies: 12
Views: 745
@Headclot Yeah, I think that'd be a good way to go about it. I was figuring we'd do like a rolling update at the conclusion of each month, but it'd probably feel a little more dynamic to go with the immediate updates. @Code_Man: Big bits would be Physically Based Rendering(PBR) and subsequent likely...
by JeffR
Mon Aug 13, 2018 4:37 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 298
Views: 59772
Ah, yeah, I've seen some similar techniques before. That one does look to produce some pretty nice results. Main thing for the horizon/hemisphere sampling techniques is they can be a little expensive but if works in PoE it's probably pretty efficient.

Good find :D
by JeffR
Mon Aug 13, 2018 4:18 pm
Forum: Roadmap
Topic: We need a Steering committee
Replies: 4
Views: 268
Yep, that's correct, me and Lukas talked about it briefly in the discord, but it'll definitely be much easier for people to help out if the expected tasks are more narrow focused. So we were talking about breaking down responsibility into various groups, and give 'em a fancy name. Examples of what w...
by JeffR
Mon Aug 13, 2018 4:04 pm
Forum: Roadmap
Topic: The Roadmap
Replies: 12
Views: 745
@Julius Yep, that'd be part of the initial RenderPipe work I mentioned for August. Pulled the associated code back out and got it working against devhead again, so on that side of things, mostly just need to do a codereview of it and add a few bits and bobs I wanted to make sure were in there on the...
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Search found 809 matches Page 1 of 81