Search found 855 matches

Search found 855 matches Page 78 of 86
by JeffR
Mon Aug 10, 2015 5:52 pm
Forum: C++
Topic: Project Manager wars
Replies: 4
Views: 2139
So currently, there are 2 methods to generate the engine projects for T3D. You have the Project Manager/Generator, which works on windows, and has a nice little gui interface to manage all your projects and generate/modify the engine project files. And CMake, which works on both linux and windows. I...
by JeffR
Thu Aug 06, 2015 3:51 pm
Forum: C++
Topic: Redundant test in onTickObject()
Replies: 7
Views: 2769
Yeah, That should probably be cleaned up.

We could also have the con && con->getControlObject() == obj part of the conditional tested pre-emptively so that if it doesn't match, we just skip the whole mess, as having that function call in the for condition is less efficient as well.
by JeffR
Thu Aug 06, 2015 3:48 pm
Forum: Beginner
Topic: Switching player DataBlock with a Keybind
Replies: 6
Views: 2331
Switching the datablock would mean you'd need to call from the client to the server to let the server know it needs to be changed. So you'd have your keybind function for it, and that would have a commandToServer call in it that calls to a function on the server side. This function would call the cl...
by JeffR
Sun Jul 26, 2015 1:59 am
Forum: Blogs
Topic: Taming the ShapeBeast
Replies: 18
Views: 9285
Haha, you guuuuys ;)
by JeffR
Sat Jul 25, 2015 8:29 am
Forum: Blogs
Topic: Taming the ShapeBeast
Replies: 18
Views: 9285
ShapeBase could have perfect code quality and it would still be a terrible idea ;). Thanks for working through all these! Haha, yeah. When I started working on this, Az commented that Shapebase realistically COUDLN'T have super buggy code. It's so integral that such major things would've become app...
by JeffR
Sat Jul 25, 2015 5:14 am
Forum: Blogs
Topic: Taming the ShapeBeast
Replies: 18
Views: 9285
(Ironically, there are fewer things wrong with the ShapeBase class than anticipated, according to static code analysis) So, as we covered in the 3.7 release announcement, we wanted 3.8 to be a fairly quick, "boring" release that largely focused on fixes and cleanup. To that end, I wanted to run Torq...
by JeffR
Mon Jul 13, 2015 5:37 pm
Forum: Blogs
Topic: What's that guy, Lukas, doing? ParticleSystem Rewrite, C# and TS IDE's
Replies: 13
Views: 6017
Az had passed along that you were trying to puzzle out some parts of the componentization of the particles.

Any area in particular? As a fellow componenteer, I may have some ideas/insight that could be useful :P
by JeffR
Mon Jun 29, 2015 4:49 pm
Forum: Announcements
Topic: Torque 3D 3.7 released
Replies: 58
Views: 25889
Also, in alignment with the OP's statement about us focusing on stability for 3.8, I've started drafting a "hard" list of things to test prefacing a release. It's intended as a checklist to make sure we hit as many parts of the engine to ensure it's functioning without surprise gotchas we didn't cat...
by JeffR
Sun Jun 28, 2015 4:34 am
Forum: Rendering
Topic: Coverage Buffer Occlusion Culling
Replies: 4
Views: 2591
@
User avatar
andrewmac


Yeah, I remember you working on the SoftOcclude stuff before. i think it'd definitely be worth further work and eventual integration if possible, as good, fast occlusion can be a pretty huge boon to performance.
by JeffR
Sun Jun 28, 2015 3:17 am
Forum: Announcements
Topic: Torque 3D 3.7 released
Replies: 58
Views: 25889
Thanks Duion. I think it's mainly the cpu then. Granted, my pc is by far not the latest and greatest, but still it's disapointing how slow T3D is. To be sure, there are parts of the engine that are slow, but part of my intent with getting the T3D demos is to give us a very concrete baseline that ev...
Search found 855 matches Page 78 of 86