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by JeffR
Mon Jan 28, 2019 10:39 pm
Forum: General
Topic: Why don't we get anything done?
Replies: 44
Views: 1296
There's a lot of talk in here, so we should probably break it out into it's major points so we can better focus. I guess the first inquiry is what would the definition of "get anything done" be? As blood pointed out, there's a lot of active development by me, az and others on the big new stuff, as w...
by JeffR
Mon Jan 28, 2019 7:17 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 349
Views: 84699
I was out of town the latter half of the week, so I couldn't comment. I'm looking to have the updates to the BaseGame template all sorted this week so I can push out a testing candidate for that, after which the BaseGame template will be set up as the default template. From there, there's the PBR PR...
by JeffR
Sun Jan 27, 2019 1:20 am
Forum: Roadmap
Topic: The Roadmap
Replies: 18
Views: 7391
Yeah, I'll be doing an update on it this weekend. Between holidays, getting my dumb butt sick and some fun shenanigans at work, it's been more hectic than anticipated so I haven't been keeping on it as well as I could. For the component work, by all means, push that stuff along. If I've already got ...
by JeffR
Tue Jan 15, 2019 4:03 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 349
Views: 84699
@Razer That's the entire idea behind the talk about the new Project Manager, yes. Give a nice centralized launcher for project management and the like. For the second bit, the default UI stuff is intended as a solid launch-off point. Obviously if there are any interface elements that don't work for ...
by JeffR
Mon Dec 31, 2018 3:55 pm
Forum: Rendering
Topic: render on top of precipitation
Replies: 4
Views: 263
Hmm....

It's obviously going to screw with the look, but can you try turning off this:

Code: Select all

translucent = "1"; translucentBlendOp = "LerpAlpha";
I'd wager that's causing the order fighting, but figure we can turn it off real fast to double-check that's the case to confirm the supposition.
by JeffR
Sun Dec 30, 2018 6:48 pm
Forum: Beginner
Topic: Does Torque 3D support duoble precision?
Replies: 5
Views: 285
Yeah, I get what you mean about the uniform coordinate system. Well, if you did want to roll with the double precision positioning, the very first place you'll want to look at is SceneObject's transform matricies, like mObjToWorld and mWorldToObj and whatnot. They double-duty converting between loca...
by JeffR
Sun Dec 30, 2018 4:36 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 349
Views: 84699
About the player Class, users could script their own characters, but a ready to use multi purpose character class is a good idea. Yep, this is absolutely the plan. End goal is to completely component-ify the existing game classes(Player, WheeledVehicle, Item, etc) to act as a jump off point people ...
by JeffR
Sat Dec 29, 2018 9:07 pm
Forum: Rendering
Topic: render on top of precipitation
Replies: 4
Views: 263
Wow, that's pretty wild. Does it utilize any sort of transparency or alpha testing?
by JeffR
Sat Dec 29, 2018 9:07 pm
Forum: Beginner
Topic: Does Torque 3D support duoble precision?
Replies: 5
Views: 285
Honestly, the most common way to get around floating point precision issues with large open world/open universe simulations is to just recenter around the camera as the origin point. This way, as the camera moves zone to zone, it recenters as origin, and just has everything via an offset to keep the...
by JeffR
Sat Dec 29, 2018 5:12 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 349
Views: 84699
Mid-Holidays Workblog Update Hey guys, hope your Christmas was good, and you're all ramping up for the new year! The original hopeful projection for 4.0's release was the new year(ish) but real life being real life, some delays on stuff crept in, so we're a bit behind schedule. That said, hopefully...
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Search found 853 matches Page 2 of 86