<?xml version="1.0"?>
<rss version="2.0"><channel><title>Torque 3D Development Latest Topics</title><link>https://torque3d.org/forums/forum/32-torque-3d-development/</link><description>Torque 3D Development Latest Topics</description><language>en</language><item><title>spring anim not visible while mounted</title><link>https://torque3d.org/forums/topic/16117-spring-anim-not-visible-while-mounted/</link><description><![CDATA[<p>
	So , is this a problem ?
</p>

<p>
	unmounted , just raising the wheeled Vehicle by the gizmo . see the spring area open a little
</p>

<p>
	you can see the spring0 animation .
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="57.83" height="347" style="height:auto;" width="600" data-src="https://i.ibb.co/B3kYhpB/spring0-Anim-01-B.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	while mounted see the wheel has extended but the animation of the suspension isn't visible .
</p>

<p>
	(vehicle eye)
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="58.00" height="348" style="height:auto;" width="600" data-src="https://i.ibb.co/0XPW5QX/spring0-Anim-02-B.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	again the wheels are extended , the animation isn't visible (player eye)
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="58.33" height="350" style="height:auto;" width="600" data-src="https://i.ibb.co/PCv52Mw/spring0-Anim-03-B.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	aaaaand THANX <span>:</span>)
</p>
]]></description><guid isPermaLink="false">16117</guid><pubDate>Mon, 02 Dec 2024 22:37:21 +0000</pubDate></item><item><title>My impressions with 4.0</title><link>https://torque3d.org/forums/topic/12046-my-impressions-with-40/</link><description><![CDATA[<p>
	I switched over to 4.0.3 some time ago, using it despite some issues.
</p>

<p>
	All in all it runs very smoothly and looks nice, even on lowest settings, which is much more than i can say for most engines on this toaster.
</p>

<p>
	The asset and package system is enormously useful despite the hastles, which i am using to the max.
</p>

<p>
	All of my porting and assetizing was done by hand, so i haven used the editor asset tools much.
</p>

<p>
	As i noticed the base packages were removed, this makes it much harder for new people to make games or evaluate the engine properly.
</p>

<p>
	In addition the new level editor doesnt have a tab to place map environment entities.
</p>

<p>
	I overcame those since i already had working asset bases to use and copy.
</p>

<p>
	There are also a few bugs, such as players landing cause a crash and so does spawning a particleemitternode.
</p>

<p>
	I also seem not to be able to crouch, idk if thats not related to something else however.
</p>

<p>
	The shape editor also doesnt update the tab data for models neither, making it somewhat useless.
</p>

<p>
	All in all however im pretty satisfied with it and those little issues can be worked around, it has many nice improvements but those little regressions are gnarly.
</p>

<p>
	Looking forward to 4.0.4 and getting more out of this one.
</p>
]]></description><guid isPermaLink="false">12046</guid><pubDate>Mon, 19 Feb 2024 12:09:44 +0000</pubDate></item><item><title>Pull Request: CInterface Update</title><link>https://torque3d.org/forums/topic/1061-pull-request-cinterface-update/</link><description><![CDATA[<p><b><strong>Pull request:</strong></b> <a href="https://github.com/GarageGames/Torque3D/pull/2136" rel="external nofollow">https://github.com/GarageGames/Torque3D/pull/2136</a><br /></p><p><b><strong>Branch:</strong></b> <a href="https://github.com/lukaspj/Torque3D/tree/cinterface-update" rel="external nofollow">https://github.com/lukaspj/Torque3D/tree/cinterface-update</a><br /></p><p><br /></p><p>The PR seeks to update the CInterface, which was left in order to integrate JavaScript with T3D.<br /></p><p><br /></p><p>My main issues with the existing solution was that it still used the TorqueScript console for method calls, which is inefficient compared to calling functions directly. Also it didn't really work any more.<br /></p><p>Furthermore, this CInterface seeks to transfer the control of method-lookups and the like from the console to the script that interfaces with the engine.<br /></p><p><br /></p><p>Main issues that needs to be addressed:<br /></p><p><br /></p><p><b><strong>Script-&gt;Cinterface calls</strong></b><br /></p><p>In the codeInterpreter.cpp, TorqueScript calls the CInterface, this code should be reviewed / verified:<br /></p><p><a href="https://github.com/GarageGames/Torque3D/pull/2136" rel="external nofollow">https://github.com/GarageGames/Torque3D/pull/2136</a>/files#diff-5ec52f3c77bc47c45a6b93b21c6f783b<br /></p><p><br /></p><p>In console.cpp, the CInterface is called before the console is inquired about evaluation of the function call. This should be reviewed / verified:<br /></p><p><a href="https://github.com/GarageGames/Torque3D/pull/2136" rel="external nofollow">https://github.com/GarageGames/Torque3D/pull/2136</a>/files#diff-03ce4e39e998227a38fd95067262f6ad<br /></p><p><br /></p><p><br /></p><p><b><strong>Cinterface-&gt;Engine calls</strong></b><br /></p><p>In engineTypes.h, the ValueType of EngineStructTypeTraits has been changed, despite the fact there was a clear reason that it had the original type to begin with. This should be reviewed / verified:<br /></p><p><a href="https://github.com/GarageGames/Torque3D/pull/2136" rel="external nofollow">https://github.com/GarageGames/Torque3D/pull/2136</a>/files#diff-da7328c8cb002a64b343c49c865a5cc6</p>]]></description><guid isPermaLink="false">1061</guid><pubDate>Wed, 17 Jan 2018 09:08:46 +0000</pubDate></item><item><title>Pre-Release Candidate 4.0 build</title><link>https://torque3d.org/forums/topic/1393-pre-release-candidate-40-build/</link><description><![CDATA[<p>Hey guys!<br /></p><p>With as big of chunks of development all coming together now, there's bound to be a few rough edges that need a bit of shine before we can put out a right-proper Release Candidate build.<br /></p><p><br /></p><p>So, I've put together a build just for that, a Pre-RC 4.0 Preview build.<br /></p><p><br /></p><p>Repo: <a href="https://github.com/Areloch/Torque3D/tree/Preview4_0" rel="external nofollow">https://github.com/Areloch/Torque3D/tree/Preview4_0</a><br /></p><p>Windows precompiled: <a href="http://ghc-games.com/SC/Preview4_0_bld5_win.zip" rel="external nofollow">http://ghc-games.com/SC/Preview4_0_bld5_win.zip</a><br /></p><p>Linux precompiled: <a href="http://ghc-games.com/SC/Preview4_0_bld5_lin.zip" rel="external nofollow">http://ghc-games.com/SC/Preview4_0_bld5_lin.zip</a><br /></p><p>MacOS precompiled: <a href="http://ghc-games.com/SC/Preview4_0_bld5_mac.zip" rel="external nofollow">http://ghc-games.com/SC/Preview4_0_bld5_mac.zip</a><br /></p><p><br /></p><p>I'll have linux and mac precompileds up tomorrow.<br /></p><p><br /></p><p>Known issues/problems:<br /></p><p>-Some gui profiles haven't been updated/finalized with the editor dark theme so expect some bits to not match aesthetically, Those'll be shored up this week<br /></p><p>-Some ongoing tidbits with forward lighting with PBR materials, as per me and Az's discussion in #dev Majority of the PBR logic works, just be aware that forward/translucent materials are likely to exhibit oddness<br /></p><p>-Updated BaseGame UI theme isn't complete, most noteably scaling of the various main menu UIs being shifted to the left. Also need to update the aesthetic of the options menu<br /></p><p>-Secondary windows(notably Verve's editor) don't close when you click the window 'x'. To close it atm you need to click the editor menu to close it out<br /></p><p><br /></p><p>I plan to rapid-fire throw fixes in as they're made/suggested into the preview build so that we can easily just peel them out and PR them to the main repository later.<br /></p><p>Feel free to throw down issues noted here, or in <a href="https://discordapp.com/invite/qdAZxT4" rel="external nofollow">the discord</a><br /></p><p>The #4_0-pre-rc-testing channel is the one dedicated to testing and feedback on the preview build.<br /></p><p>For anything you feel needs a tutorial or demonstration(with all the new stuff, i 100% know there'll be cases of that, feel free to throw out a suggestion about it in the #tutorials channel as well. Got a pretty solid idea of the must-haves for these, but more ideas is always good.<br /></p><p><br /></p><p>And remember, it's not even a release candidate, so expect some rough spots. I want to have things largely in a shape for RC by the end of the month so we can give a few weeks to shore up any remaining problem spots and give this bad boy a mirror shine before launch :)</p>]]></description><guid isPermaLink="false">1393</guid><pubDate>Tue, 21 May 2019 06:16:00 +0000</pubDate></item><item><title>Recreate/Replace Game Classes with E/C</title><link>https://torque3d.org/forums/topic/1211-recreatereplace-game-classes-with-ec/</link><description><![CDATA[<p>Game Class E/C conversion rough breakdown:<br /></p><p><br /></p><p><b><strong>Components</strong></b></p><p></p><ul><li></li><li> Mesh Render(Done)<br /></li><li></li><li> Animation(Done)<br /></li><li></li><li> Sound Emitter(Mostly Done)<br /></li><li></li><li> Collision(Done)<br /></li><li></li><li> Item Rotation(Done)<br /></li><li></li><li> Camera Component(Done)<br /></li><li></li><li> Player Physics Controller(Done)<br /></li><li></li><li> Simple Physics<br /></li><li></li><li> Rigid Body Physics<br /></li><li></li><li> Vehicle Springs<br /></li><li></li><li> State Machine(Done)<br /></li><li></li><li> Damage/Destruction<br /></li><li></li><li> Particle Emitter<br /></li> </ul><p></p><p> </p><p><b><strong>Game Classes</strong></b><br /></p><p>ShapeBase</p><p></p><ul><li></li><li> Mesh Render<br /></li><li></li><li> Collision<br /></li><li></li><li> Animation<br /></li><li></li><li> Sound Emitter<br /></li><li></li><li> Fade/Cloak<br /></li><li></li><li> Damage/Destruction<br /></li></ul><p></p><p> </p><p>Player</p><p></p><ul><li></li><li> Same as Shapebase<br /></li><li></li><li> Player Physics Controller<br /></li></ul><p></p><p> </p><p>Item</p><p></p><ul><li></li><li> Mesh<br /></li><li></li><li> Collision<br /></li><li></li><li> Animation<br /></li><li></li><li> Item Rotation<br /></li><li></li><li> Simple Physics<br /></li></ul><p></p><p> </p><p>Vehicle</p><p></p><ul><li></li><li> Mesh<br /></li><li></li><li> Collision<br /></li><li></li><li> Animation<br /></li><li></li><li> RigidBody physics<br /></li><li></li><li> Vehicle springs<br /></li><li></li><li> Engine/Control component?<br /></li></ul><p></p><p> </p><p>Weapon</p><p></p><ul><li></li><li> Mesh<br /></li><li></li><li> Animation<br /></li><li></li><li> Collision(Maybe a separate, simpler version that just raycasts to detect wall penetration?)<br /></li><li></li><li> State Machine<br /></li></ul><p></p><p> </p><p>This is a rough starting list. I'll do up some of the other game classes(like turrets) next, but this should be a good block-out point. The logic for the components not yet done can be peeled out of the respective reference Game Class(like the vehicle springs being pulled from the vehicle class)</p>]]></description><guid isPermaLink="false">1211</guid><pubDate>Sun, 08 Jul 2018 16:35:07 +0000</pubDate></item><item><title>Feedback/Suggestion: Generic FX and explosion handling</title><link>https://torque3d.org/forums/topic/906-feedbacksuggestion-generic-fx-and-explosion-handling/</link><description><![CDATA[<p>This came up when @Duion noticed that splashes weren't clearing up properly when they should be, as per the github issue here: <a href="https://github.com/GarageGames/Torque3D/issues/1954" rel="external nofollow">https://github.com/GarageGames/Torque3D/issues/1954</a><br /></p><p><br /></p><p>@Azaezel rigged up a solution to shift stuff over to ditch 'splashes' and use the regular explosion system which is more standard and used elsewhere, so it's handled right. So basically, this is pretty much just a general 'Request for Information' thread for feedback/notions on handling for this sort of thing in the future. Does shifting over all that uncommon stuff to the common explosion class make the most sense? Should the whole thing be encapsulated in a generic Effects/Particles system?<br /></p><p><br /></p><p>Feel free to throw down ideas on what the best general handling for stuff like splashes, explosions, and other such things triggered by other objects would be.</p>]]></description><guid isPermaLink="false">906</guid><pubDate>Tue, 07 Mar 2017 02:49:29 +0000</pubDate></item><item><title>Pull Request: New Base Template</title><link>https://torque3d.org/forums/topic/471-pull-request-new-base-template/</link><description><![CDATA[<p>Old Branch: <a href="https://github.com/Areloch/Torque3D/tree/NewTemplateTest" rel="external nofollow">https://github.com/Areloch/Torque3D/tree/NewTemplateTest</a><br /></p><p><br /></p><p>Final Testing Branch: <a href="https://github.com/Areloch/Torque3D/tree/NewBaseGameTemplateFinal" rel="external nofollow">https://github.com/Areloch/Torque3D/tree/NewBaseGameTemplateFinal</a><br /></p><p><br /></p><p>PR itself: <a href="https://github.com/GarageGames/Torque3D/pull/1953" rel="external nofollow">https://github.com/GarageGames/Torque3D/pull/1953</a><br /></p><p><br /></p><p><b><span style="font-size:24px;"><strong>Blocking</strong></span></b><br /></p><p>Note: As this will be the new template base, no other PRs that are script-changing will be merged until this is wrapped and merged in so we're not trying to juggle two paths with this. As such, the faster we can test and finalize this, the faster we can get back to script changes being rolled  in.<br /></p><p><br /></p><p>The new template is solid enough for people to start poking at it and looking for anything that I may have missed. Go ahead, give it a pull, make a new project with it and give it a whirl.<br /></p><p><br /></p><p>Should have full multiplayer capability, and the new options menu should be working fine.<br /></p><p><br /></p><p><b><strong>Known issues that will be corrected shortly:</strong></b><br /></p><p>Screen Brightness menu doesn't change brightness when you adjust the slider, but the brightness does actually change.<br /></p><p><br /></p><p><b><strong>Todo:</strong></b></p>]]></description><guid isPermaLink="false">471</guid><pubDate>Thu, 17 Dec 2015 14:43:29 +0000</pubDate></item><item><title>Replace Epoxy with Glad</title><link>https://torque3d.org/forums/topic/776-replace-epoxy-with-glad/</link><description><![CDATA[<p>Pull Request: <a href="https://github.com/GarageGames/Torque3D/pull/1766" rel="external nofollow">https://github.com/GarageGames/Torque3D/pull/1766</a><br /></p><p><br /></p><p>While Epoxy's proven it can work better than glew, it looks like it's older and not supported compared to Glad, so we're looking at swapping over to Glad for the OpenGL extension tracking and the like. Grab it, fire it up on OpenGL and note any issues or errors as well as your hardware config so we can see if there are any hardware/driver issues that'd cause a problem.</p>]]></description><guid isPermaLink="false">776</guid><pubDate>Thu, 29 Sep 2016 17:46:41 +0000</pubDate></item><item><title>Sane datablock network packing</title><link>https://torque3d.org/forums/topic/778-sane-datablock-network-packing/</link><description><![CDATA[<p>An issue that @Azaezel encountered with 64bit builds is some data shenaningans lead to corruption and cause explosions. While tracking through that, we noted some ugly pointer voodoo in some spots in the networking in game object classes - specfically pertaining to datablocks - to do some trickery to pass around the datablock ID. It largely works, but is unreliable and just generally a poor approach to passing around the datablock IDs.<br /></p><p><br /></p><p>Branch: <a href="https://github.com/Areloch/Torque3D/tree/DBPacingWIP" rel="external nofollow">https://github.com/Areloch/Torque3D/tree/DBPacingWIP</a><br /></p><p><br /></p><p>So, the above branch is a WIP testing some cleanup to cut down on the ugly pointer usage, which is to use some functions already in the engine to get the datablock ID and pack it to stream in a cleaner way.<br /></p><p><br /></p><p>All you need to do is merge it in, and ensure that you don't spot any odd behavior, errors, or stuff failing to reference/spawn. If you do note any issues, please post logs, what objects/datablocks tripped it up.</p>]]></description><guid isPermaLink="false">778</guid><pubDate>Thu, 29 Sep 2016 17:52:43 +0000</pubDate></item><item><title>Mac OSX support</title><link>https://torque3d.org/forums/topic/775-mac-osx-support/</link><description><![CDATA[<p>Initial setup for Mac OSX support.<br /></p><p><br /></p><p>Pull Request: <a href="https://github.com/GarageGames/Torque3D/pull/1785" rel="external nofollow">https://github.com/GarageGames/Torque3D/pull/1785</a><br /></p><p><br /></p><p>Compiles, runs, plays. We've noted performance is lower than other platforms, so if you guys can provide additional metrics on differing hardware, we can try and narrow down where the major bottlenecks are. Most of the mac devices just don't have that good of hardware or drivers for OpenGL, but there are no doubt some bottlenecks that can be found and fixed all the same.</p>]]></description><guid isPermaLink="false">775</guid><pubDate>Thu, 29 Sep 2016 17:44:11 +0000</pubDate></item><item><title>Pre-Pull Request: D3D11 Initial testing</title><link>https://torque3d.org/forums/topic/460-pre-pull-request-d3d11-initial-testing/</link><description><![CDATA[<p>While not a full PR yet, the D3D11 stuff looks stable enough we can being preliminary testing of how it plays for everyone.<br /></p><p><br /></p><p>The branch is here: <a href="https://github.com/rextimmy/Torque3D/tree/d3d11" rel="external nofollow">https://github.com/rextimmy/Torque3D/tree/d3d11</a><br /></p><p><br /></p><p>Follow the standard 'how to test a PR' instructions to pull it down to your local repository an make sure you do a new project to ensure the new engine and template files get copied. Once you get the game fired up, ensure you can switch to the D3D11 driver in the options menu and test everything and make note of any problems.<br /></p><p><br /></p><p>If you can integrate it into an existing project for a more in-depth test, that's even better.</p>]]></description><guid isPermaLink="false">460</guid><pubDate>Sat, 12 Dec 2015 06:06:09 +0000</pubDate></item><item><title>Pre-Pull Request: Deferred Shading</title><link>https://torque3d.org/forums/topic/513-pre-pull-request-deferred-shading/</link><description><![CDATA[<p>Github branch: <a href="https://github.com/Azaezel/Torque3D/tree/Deferred_Complete_3.8" rel="external nofollow">https://github.com/Azaezel/Torque3D/tree/Deferred_Complete_3.8</a><br /></p><p><br /></p><p>This implements the full deferred shading pipeline. As there's a few things that need fixing with the DX11 branch that Timmy's still looking into, for the moment we'll push forward on giving the Deferred work a test-over so it can be rolled in first. As far as I or Az are aware of, it's all functional, so it should just be a matter of pulling the changes into a build(preferrable a game build!) and testing everything to make sure it all behaves as one expects.</p>]]></description><guid isPermaLink="false">513</guid><pubDate>Sun, 17 Jan 2016 15:51:09 +0000</pubDate></item><item><title>Pull Request: Texture Linearization</title><link>https://torque3d.org/forums/topic/462-pull-request-texture-linearization/</link><description><![CDATA[<p>PR: <a href="https://github.com/GarageGames/Torque3D/pull/1461" rel="external nofollow">https://github.com/GarageGames/Torque3D/pull/1461</a></p>]]></description><guid isPermaLink="false">462</guid><pubDate>Sat, 12 Dec 2015 06:16:52 +0000</pubDate></item><item><title>Pull Request: Volumetric Fog</title><link>https://torque3d.org/forums/topic/461-pull-request-volumetric-fog/</link><description><![CDATA[<p>PR: <a href="https://github.com/GarageGames/Torque3D/pull/1478" rel="external nofollow">https://github.com/GarageGames/Torque3D/pull/1478</a><br /></p><p><br /></p><p>Known issue: the distance parameter does not currently work as intended, but everything else seems to. Please pull and test by spawning the volume fog in a level, test the different shapes and any fog textures/lighting conditions and note any issues.</p>]]></description><guid isPermaLink="false">461</guid><pubDate>Sat, 12 Dec 2015 06:07:39 +0000</pubDate></item><item><title>READ THIS</title><link>https://torque3d.org/forums/topic/447-read-this/</link><description><![CDATA[<p>This sticky thread will be a primer for this sub-forum, and how you can help out with Torque 3D!<br /></p><p><br /></p><p>This sub-forum is intended to only have threads pertaining to current issues or feature requests that need a fix and Pull Request made, or an existing PR that needs testing before being merged into the engine. For issues, feature requests or pull requests that are deigned to have priority, they will have a thread created in here pertaining to it. This gives a more local place to inform if something is being worked on, or any discussion/inquiries about it.<br /></p><p><br /></p><p><b><strong>So, how can you contribute?</strong></b><br /></p><p><br /></p><p>There are two main ways. <br /></p><p> </p><p></p><ul><li></li><li>If the thread is about an issue, or feature request, you can submit a fix or implementation of it and create a new pull request.<br /> <br /></li> <li></li><li>If the thread is about an pull request awaiting testing you can pull down and test the PR, and report what, if any, issues you encountered.</li></ul><p></p><p> </p><p>This will expedite important issues being resolved, as well as fixes and features being rolled in! <br /></p><p><br /></p><p>If you're unfamiliar with how to utilize git with Torque for creating or testing pull requests, there's a wiki page that consolidates most of the necessary information here:<br /></p><p><br /></p><p><a href="http://wiki.torque3d.org/git:how-to-use-git-with-torque" rel="external nofollow"><span style="font-size:24px;">How to use git with Torque.</span></a><br /></p><p><br /></p><p>Once an issue has been handled, or the PR has been merged/closed, the thread pertaining to it will be closed. This is intended to keep what needs to be worked on clearer.<br /></p><p><br /></p><p>If there is an issue, or a pull request you feel needs handling that isn't in here currently, or you feel there's a problem with a previously handled one and it should be revisited, feel free to contact me and let me know so it can get set up in here!</p>]]></description><guid isPermaLink="false">447</guid><pubDate>Mon, 07 Dec 2015 03:49:35 +0000</pubDate></item><item><title>Bugfix WIP: Linux File Dialogs</title><link>https://torque3d.org/forums/topic/463-bugfix-wip-linux-file-dialogs/</link><description><![CDATA[<p>As per the 3.8 release announcement, the Linux file dialogs are still lacking.<br /></p><p><br /></p><p>I started work here: <a href="https://github.com/Areloch/Torque3D/tree/NFD_WIP" rel="external nofollow">https://github.com/Areloch/Torque3D/tree/NFD_WIP</a> , but have so far been unable to figure out how to debug on linux to catch a crash issue with it.<br /></p><p><br /></p><p>Either debug instructions, or better, someone that's familiar with debugging in linux to pull it down and test it out. Once the issue has been ironed out, it should be ready to PR.</p>]]></description><guid isPermaLink="false">463</guid><pubDate>Sat, 12 Dec 2015 06:19:08 +0000</pubDate></item></channel></rss>
