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Arcane FX


vbillet
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*Where (will you?) be wanting that type of thing pushed?

Actually, I'm not really sure... feel free to make suggestions.


On a related note, I'm trying to figure out the best strategy for branches. Currently the AFX-fork's master branch just modifies the T3D master which seems straight-forward and obvious. I'm not really sure what to do with the AFX-fork's development branch in its current form, but would like to have a branch which effectively starts with the AFX-fork's master and folds in changes from T3D development and then continues to track the T3D development branch at some reasonable frequency.

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*Where (will you?) be wanting that type of thing pushed?

Actually, I'm not really sure... feel free to make suggestions.


On a related note, I'm trying to figure out the best strategy for branches. Currently the AFX-fork's master branch just modifies the T3D master which seems straight-forward and obvious. I'm not really sure what to do with the AFX-fork's development branch in its current form, but would like to have a branch which effectively starts with the AFX-fork's master and folds in changes from T3D development and then continues to track the T3D development branch at some reasonable frequency.

 

So you want to take what's currently in the master branch, and roll it into the development branch, and after that keep the dev branch more or less alongside the main repo's dev branch?


I believe the best route for that would be to pull down the AFX-master. And then pull down the main repo dev branch, and run a merge on it of the stuff in the afx-master branch. If the merge works, that'll be the changes in afx-master with the main-development. Then you can push that branch to the afx-development on github. If that all works, you'd just need to periodically pull down main-development and do a merge to roll in the changes that have been made and push back to your afx-development branch on github.


Buckmaster's got more git-fu than me, so he could critique my idea, but I believe that should work.

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@NekoDemon117 - If you're looking for feedback, you are going to have to provide a little more context regarding the steps that lead you to a failure state. An infinite number of possible scenarios might produce the exact same outcome you describe. You need to narrow down the problem space a bit.


All I can say is that at least six of the most generic paths I can think of for testing the projects available with the Torque3D-plus-AFX repo, all produce the intended outcome, and none get stuck at "Loading Datablocks".

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  • 4 weeks later...

Sorry for the long delay there. No excuses. Would say something along the lines of...


AFX_Development would be the type of thing I'd look to PR to you when it comes to stuff like https://github.com/Azaezel/Torque3D/commit/0ed95d25df3409deb47fe81f8095d50b9531f010 since that touches on afx and afx alone, while an


AFX_Integration would be the type of thing I'd personally look for for stuff like https://github.com/Azaezel/Torque3D/commits/afx_full which brings it up to main repo development spec. (well, at that point)


The question has also come up in up in another thread of how much of this stuff you want to continue maintaining yourself, and how much you'd prefer the community to take responsibility for?

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  • 1 month later...

@Faustlogic: 3.7 finally dropping reminded me still hadn't thrown over those opengl file alts publicly yet. Those'll be sitting in the afx_full queue. Also found a pinhole leak in the validators for afxMagicMissile. that one's sitting in the afx_alts queue. Just want a clean PR tossed your way straight to your master fork bringing it up to 3.7 spec next time I get a chance to come up for air?

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  • 3 weeks later...

So I am testing the Torque 3D v3.6.3 with AFX MIT. I get a Precompile failed when I launch the Torsion start in Debug or release mode....


Any ideas what could be the reason?


In runs fine in the Visual Studio 2013 Community edition.


Edit UPDATE:

Firewall issue :mrgreen:


Good damn anti virus update decided to blog it all :x


Working fine now :D

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  • 4 weeks later...
Since 3.8 is rounding the bend and I (finally) got an ubuntu dual-boot up and running, couple more adds to support that end once there's a place to stick em:


https://github.com/Azaezel/Torque3D/commit/6c3f0e21289ede3771c19866a64dabc3bb767a75 +

https://github.com/Azaezel/Torque3D/commit/1635484a83dcb0812a4d336f706004f579151973

 

This is really awesome! I am running Ubuntu 14.04 on a small m11x Laptop and it runs very well.


With strong OpenGL support for AFX DX11 would not be so urgent after all :D

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  • 4 weeks later...
  • 1 month later...
Hey.


Would ArcaneFx be a part of the main line of T3D?

 

It would appear that such plans is not on the table for now. AFX MIT will stay an add on for Torque 3D MIT until the Steering Community decides otherwise.


Nonetheless it is a tool any scifi or fantasy game would love to have. In reality AFX is a special effect system. You can script your animations in any order you would like in combination with your effects, make poisonous clouds, laser guns, magic etc. etc.


I have used it to make special bow skills. Sniper shots, rapid fire etc. Awesome to behold the power of this tool. More about that later... ;)


Awesome tool and piece of work that I would be sad to not have by my side. Of course I am using the commercial version called AFX 2.0 which came with a huge demo. That demo taught me A LOT about how flexible Torque tech is when a good programmer(Jeff) starts using it.


Jeff is the best :mrgreen:

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  • 1 month later...

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