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Posts posted by saindd
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That would be amazing. Looking for this too.
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T3D is pretty fast. It might not work well on all platforms, or render shiny things, but it's fast and efficient. Networking is also top-notch.
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Why is your first goal to move away from Torque 3D?
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The compilation issues with libCollada, which i got past after making some minor fixes. Also, the terrain in OpenGL seems very unstable. The character falls from it in certain areas (can't give more information right now, i'm trying to find a pattern in order to report this) and there are seams in the textures whenever you use normal or parallax mapping.
There are also random crashes with large terrains, but i also wasn't able to find a pattern yet. Are there any other Linux users out there? Maybe we can help by debugging together and sharing reports :geek:
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I've noticed many bugs in the 3.9 OpenGL implementation that were reported since 3.7. So, it doesn't seem that much was done on that part. Is there a changelog of the fixes made to OpenGL?
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I've noticed that T3D has a bundled library called collada, which seems to be part of a Sony SDK from ages ago. Is it actually used for parsing DAE files? What are it's other usages? I'm considering the replacement of that in favor of Assimp in order to fix the build for Linux.
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Where i can find more info about the ECS implementation? Is OpenGL in sync with DX11 features?
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https://github.com/StefanLundmark/Torque3D_Awesomium
https://www.stefanlundmark.com/
It was previously sold as a product on this site but is now available free of charge under the MIT license on GitHub. Click here to go to the GitHub page.
The original author has released it under MIT. Stop spreading misinformation.
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Seems to have some bugs left: https://github.com/GarageGames/Torque3D/milestones/3.9
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Open Source means:
MIT license meets those terms. Ogre3D and Torque 3D and GoDot all comes with that.
UE4 does not.
Sorry about this post but I do not want to see people make the wrong decisions so I felt it was needed to link to the legal information :mrgreen:
Edit: also with the three step studio I will assume that the answer Eric from GG active send me is the same as with the art packs. They were made public to reduce hosting cost and are not Open Source and hence like with UE4 some other license dictates its use until anything else is written in the GitHub Branch.
Have you read the post on the FSF website? If you did, you'll realize that "Open Source" has unintended meanings, quoting:
The official definition of “open source software” (which is published by the Open Source Initiative and is too long to include here) was derived indirectly from our criteria for free software. It is not the same; it is a little looser in some respects. Nonetheless, their definition agrees with our definition in most cases.
However, the obvious meaning for the expression “open source software”—and the one most people seem to think it means—is “You can look at the source code.” That criterion is much weaker than the free software definition, much weaker also than the official definition of open source. It includes many programs that are neither free nor open source.
Not only FOSS is not Open Source, but Open Source is not open source. Such confusion is a pain in the ass, because companies love to market that their EULA-restricted releases are open-source. They are, but not in the OSI definition, or in the FSF definition of FOSS.
For anyone in further doubt: https://tldrlegal.com
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Here: https://github.com/GarageGames/3SS
You seem to be confused between free and open source software, and just open source software. UE4 is opensource. CryEngine is open source. 3SS is open source. They're not, however, free or libre.
http://www.gnu.org/philosophy/open-source-misses-the-point.en.html
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They have open-sourced this:
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that I should be able to put a working turret and tracks on a vehicle without having to change the engine code.
You don't really know how game development works, do you? Are you sure you're not looking for something like GameGuru or Axis Game Factory? Seems to be more well suited for your expectations and skill set.
T3D is not a nightmare, by a longshot. It was, however, completely abandoned for a long time. With the source release, it's slowly getting traction and being improved by the community. If you want to make a game with a few clicks, this is not the place. Never was, not even when it was a product.
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Is there a roadmap for 3.9 and/or a list of pending issues? Maybe the community can help!
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He might not have the time or energy, or even the will, to keep supporting the technology. Selling something also means providing bug fixes and support, which is very expensive and time-consuming. If he's not interested in the technology anymore, it makes sense to just release it as open-source software, so people can do their own bug fixes and find a way to work with it. That's what GarageGames did. And it's much better than having software rotting on old disks.
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Any plans of releasing this tool so the community can work on it again?
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How was the communication from T3D to pureLIGHT? Did pureLIGHT UV-unwrapped the whole T3D level or was this done by T3D? And in which format does T3D expect to read the lightMap/toneMap textures from materials?
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No ideas on how to plugin Blender lightmapping into this? Would be really useful to understand how Torque handles lightmaps from external tools.
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How does the Base Template here compare to https://github.com/eightyeight/t3d-bones?
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Won't deferred shading make the engine much slower?
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Does this work with the OpenGL version?
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Have you considered making a PR?

Closing in on 3.10
in Torque 3D Announcements
Posted
Are the lighting issues fixed? :D