Search found 87 matches

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Search found 87 matches Page 5 of 9
by HeadClot
Sat Jul 23, 2016 10:35 pm
Forum: Torque 3D website feedback
Topic: "Store"
Replies: 26
Views: 23066
itch.io is for hipsters. Ok, here is why I suggested Itch.io 1. It would give Torque 3D more exposure than just putting up an standard storefront on this site. I am unsure how many people are aware of torque 3D anymore. Itch.io could give a good boost to torque 3d. 2. It would act as a centralized ...
by HeadClot
Thu Jul 21, 2016 1:38 am
Forum: Show-off
Topic: openSimEarth gets statics, and goes back to decal roads.
Replies: 17
Views: 14573
Sure, if there's interest I'd love to help facilitate that! Would look forward to a good round of code review on my current implementation. In particular, threading of terrain loads would be a *massive* improvement. There is great interest from me at the very least. Get in touch if you need help te...
by HeadClot
Tue Jul 19, 2016 10:29 pm
Forum: Torque 3D website feedback
Topic: "Store"
Replies: 26
Views: 23066
I would recommend using itch.io
by HeadClot
Tue Jul 19, 2016 10:17 pm
Forum: Show-off
Topic: openSimEarth gets statics, and goes back to decal roads.
Replies: 17
Views: 14573
Hey Chris -

With the upcoming 4.0 update would it be possible to add terrain paging and possibly world origin offsetting into the main T3D Branch?

Just curious,

HeadClot
by HeadClot
Sat Dec 26, 2015 10:28 pm
Forum: Torque 6
Topic: Suggestions for improving the shaders, shader authoring pipeline, and programing work flow for Torque 6
Replies: 8
Views: 9206
@HeadClot I like the idea of a visual scripting addon that generates torquescript (or jumps right to generating torquescript bytecode) in the form of a plugin. Much like how Unity has node based materials via addons like ShaderForge. I just wouldn't want to go full blown like UE4 and make all scrip...
by HeadClot
Sat Dec 26, 2015 12:51 am
Forum: Torque 6
Topic: Suggestions for improving the shaders, shader authoring pipeline, and programing work flow for Torque 6
Replies: 8
Views: 9206
@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 weaknes...
by HeadClot
Sat Dec 26, 2015 12:36 am
Forum: Torque 6
Topic: CSG Plugin
Replies: 4
Views: 6052
This looks fantastic.

What is the performance like for fairly large scenes made up of CSG?

Just thought I would ask :)
by HeadClot
Mon Dec 14, 2015 11:47 pm
Forum: Torque 6
Topic: Suggestions for improving the shaders, shader authoring pipeline, and programing work flow for Torque 6
Replies: 8
Views: 9206
Hey, I have been rather silent on the Torque 6 front of things. That said - Going to try and be more active from now on. Improving the Shader Authoring Pipeline - I feel that there needs to be a drop down menu for each shader "type". So that people can get faster feedback on the shaders within the m...
by HeadClot
Mon Sep 28, 2015 3:44 pm
Forum: Torque 6
Topic: New Editor
Replies: 42
Views: 33095
Thanks guys. Scene loading and saving to files is working now. I'm in the process of recreating all the samples using the editor. When that process is complete I think we'll be ready for an alpha release.
Sweet!
by HeadClot
Fri Sep 25, 2015 10:39 pm
Forum: Torque 6
Topic: New Editor
Replies: 42
Views: 33095
The only thing it doesn't do at the moment is save the altered materials, but I just haven't had a chance to put it in yet. The code to save altered materials exists in the old editor so it'll take me ~30 minutes to get it going. At this point all the major components are working: scene, project, p...
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Search found 87 matches Page 5 of 9