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About lowlevelsoul

  • Birthday 10/28/1976
  1. https://github.com/rextimmy/Torque3D/tree/mac_port Cool - although I can't check it out - I think rextimmy has to allow me to have access. I'l download the zip for now and take a look at what's going on.
  2. So I have a Mac and I'm willing to do some work. I checked out the repository from Jeff's repository, but CMake has a bit of a fit when generating a project for me to use. What's the state of the 3.9 development branch? Is it worth checking that out to test?
  3. I think this is a terrible idea. The main strength of TS is that it's a scripting language aimed at making games, and even more, it's aimed at making games using Torque. Shoe-horning another general purpose language just because it's "flavour of the month" is going to be problematic, and a real turn-off. It'll have to be hacked all to hell to fit Torque and rather than elegant ways of working with scripting within the engine. There will be workarounds, hacks, and things that never work quite the way that they need to. TS isn't broken. There's no need to fix that.
  4. I'm willing to help. I'm not sure how much time I can give right now as I have other commitments but once those are out of the way; I'm willing to devote some time to the Mac build. A little bit about me; I've worked as a programmer in the games industry for the last 16+ years on a variety of platforms. I've worked on platform base code, rendering, physics, animation, collision detection, content tool-chains and a whole load of other bits and bobs. Currently, I'm employed by one of the big three console manufacturers as part of their development support team. Right now, my main issue is
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