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 ...
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...
@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...
@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...
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...
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.
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...