Re: Torque 3D 3.9 Released
Posted: Sun Aug 14, 2016 2:24 pm
Can't you just maintain that in a separate branch? Should not be that hard. I think most people already maintain a separate modified engine for their projects.
The forums for the Torque 3D game engine
Well sure I could, in fact I've been working with C# for the sake of Torque6 and not for the sake of Torque3D, so it's not really a priority for me to get C# in Torque3D. But if it makes sense to include in the engine, as it is a small amount of changes in order to implement, then why not?Can't you just maintain that in a separate branch? Should not be that hard. I think most people already maintain a separate modified engine for their projects.
A box with a start and stop button?Think of it as taking Torque3D, and transforming it into an engine with a lot of buttons and input and output panels, instead of a box with a start and a stop button as it is currently.
Something along those lines, yeah. The actual changes, as Lukas has pointed out is really just exposing and tweaking an existing interface in the engine to make it more flexible, but the idea is it's an additional option for people to work with if they want to work with it, but not an obligation.You could make it as an addon that is default to off like other modules with Torque like physics modules are and if someone wants to use it, he can switch a flag to on before compile.