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by JeffR
Sun Jul 01, 2018 3:06 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 298
Views: 59923
@MonkeyChops Yeah, fair points. It's why it's important to have these discussions. One thing I'd started messing with during my last few lunch hours at work was this: https://github.com/areloch/torque3d/tree/T3DStrippedCore Basically, take the current T3D, and strip it down to just what could be con...
by JeffR
Tue Jun 26, 2018 7:58 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 298
Views: 59923
As Az mentioned, had some good discussion of the bits that do/don't align with T2D and what'd need carry over in the discord(and seriously guys, by all means jump in there and get in on this discussion, different thoughts and ideas of what's critical or not helps keep stuff from being missed). On th...
by JeffR
Mon Jun 25, 2018 9:15 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 298
Views: 59923
As for the trustworthiness of MS and the freedom of C#/Mono, it's not something I'm at all worried about. Thing is, if MS tomorrow suddenly decided to take off their mask and unveil themselves as a Scooby-Doo villain, then that just means that people willing to accept the terms of that will use C#,...
by JeffR
Mon Jun 25, 2018 3:58 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 298
Views: 59923
@Monkeychops Lukas's work with the EngineAPI and c-interface - which is relating to his work to make the C# implementation rock-solid - definitely lend to what you're saying already. Main thing is some hangup/behavioral bits causing some grief, but the basic notion pretty much covers what you said t...
by JeffR
Sun Jun 24, 2018 2:52 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 298
Views: 59923
Part Threeeee Building Editor I'll post up some video of this in action in the next few days, as it's currently got some really janky rendering behavior happening, but it's an expansion on the tileset editor I posted about prior. As, if you've ever played the Sims, then you've got a pretty solid ide...
by JeffR
Sun Jun 24, 2018 1:51 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 298
Views: 59923
Sorry guys, was expecting to get this up last night, but some shenanigans with extended family put that on hold. So without further ado, now for part two! The Physics, Torque and the API So, anyone that's dabbled in the physics handling of Torque knows that there's the 'Stock Physics' and then there...
by JeffR
Sun Jun 24, 2018 1:12 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 298
Views: 59923
@Monkeychops Yeah, hDPI has come up before, and the tricky part is UI scaling. Most specifically, text as we use bitmap-cached text for rendering. Adjusting the DPI displayed obviously influences the absolute values, so the math has to be reworked to accomodate for it. We've been mulling on it, but ...
by JeffR
Fri Jun 22, 2018 9:26 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 298
Views: 59923
Hey guys! Whoo, been a bit. Had my head so far in the trenches I forgot to come up and do a workblog post last month. My deepest apologies about that. In an effort to make it up to you guys, this one'll likely end up being quite long as there's a ton to talk about. So, lets get into it! PBR This spe...
by JeffR
Tue Jun 19, 2018 5:10 pm
Forum: Beginner
Topic: Has anyone designed ?
Replies: 2
Views: 254
Also, you could just do a simple bounds or capsule collision on a 3d object in T3D. Anything moving around would collide with that and be blocked as well.
by JeffR
Mon Jun 18, 2018 3:48 pm
Forum: Content
Topic: Trying to add animations exported from Maya
Replies: 4
Views: 794
If you edited the animation in the DAE and didn't see a change to the animation in-game, I would suggest deleting the cached.dts file if you hadn't already. It's supposed to regenerate when the DAE file is newer, but sometimes that doesn't take and manually deleting the cached file can correct it. T...
Search found 809 matches Page 4 of 81