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by andrewmac
Tue Dec 15, 2015 8:43 pm
Forum: Torque 6
Topic: Suggestions for improving the shaders, shader authoring pipeline, and programing work flow for Torque 6
Replies: 8
Views: 4419
Well with time there will be countless examples of how to utilize the material system to do fancy things. This is why there's stuff like the color changing stanford bunny in the example project. I will include lots of materials for people to play with and build on.
by andrewmac
Tue Dec 15, 2015 5:03 pm
Forum: Torque 6
Topic: Suggestions for improving the shaders, shader authoring pipeline, and programing work flow for Torque 6
Replies: 8
Views: 4419
@HeadClot : the things you are suggesting are actually the opposite of the path I choose to take. Let me explain. I've used T3D and UE4 to make personal projects and I use Unity at work. Having experienced these three major engines I feel I've been able to judge them for their strengths and weakness...
by andrewmac
Fri Dec 11, 2015 2:04 am
Forum: Torque 6
Topic: Scene Partitioning
Replies: 11
Views: 5300
@
User avatar
rlranft
: Unity has recently added this and it's pretty snazzy. It's partly where I got the idea from. You can load the contents of the SubScenes while you're in the editor or you can leave it unloaded and trigger the load from script as you see fit.
by andrewmac
Thu Dec 10, 2015 4:48 pm
Forum: Torque 6
Topic: Scene Partitioning
Replies: 11
Views: 5300
Technically you can already do the "sub-scene" thing - just write a group to disk, then load it later on a trigger, or check on level load, or something.... Right now my scene loading functions erase the previously loaded scene when you load a new one. You're right though, with its usage of SimGrou...
by andrewmac
Tue Dec 08, 2015 4:54 pm
Forum: Torque 6
Topic: Scene Partitioning
Replies: 11
Views: 5300
@lowlevelsoul : I think I'll implement this is two phases. Phase one is the ability to add SubScene objects to a scene. This will allow you to point to an existing scene file and append it to your scene. This should allow easy artist controlled partitioning of the scene. I can also very easily add a...
by andrewmac
Tue Dec 08, 2015 4:04 pm
Forum: Torque 6
Topic: CSG Plugin
Replies: 4
Views: 2499
@
User avatar
JeffR
it changes the models into BSP trees, then uses CSG operations on the BSP trees and then puts them back into polygons and renders.
by andrewmac
Sun Dec 06, 2015 9:45 pm
Forum: Torque 6
Topic: CSG Plugin
Replies: 4
Views: 2499
I procrastinated fixing bugs to start a new plugin this weekend. A Constructive Solid Geometry plugin. There is no toolset yet but the operations themselves are working. Screenshot of the 3 operations in action:

Image
by andrewmac
Fri Nov 27, 2015 9:13 pm
Forum: Torque 6
Topic: Scene Partitioning
Replies: 11
Views: 5300
Right now there's no scene partitioning in place. It's simply renders whatever is in scene. I've been tossing around ideas in my head but I haven't settled on anything yet. Are you talking about dynamically partitioning the scene for performance or an artists ability to break a larger scene into a s...
by andrewmac
Sun Nov 22, 2015 6:18 pm
Forum: Torque 6
Topic: Decals
Replies: 7
Views: 2899
That's talking about implicit surfaces though. Implicit surfaces are those defined by a mathematical function. They're usually rendered with raytracing or raymarching. The idea can't be applied to arbitrary geometry rendered with rasterization unfortunately so it doesn't fit into the engine. The bea...
by andrewmac
Sun Nov 22, 2015 5:23 pm
Forum: Torque 6
Topic: Decals
Replies: 7
Views: 2899
That sounds interesting. I'm not familiar with it though. Do you have any references to that? I'm not sure how you'd modify existing geometry in real time with a decal. You can do simple dents and imprints, etc by using normal maps with deferred decals, but it's not actually modifying the geometry.
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Search found 295 matches Page 5 of 30