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krvc

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  1. krvc

    TAML for T3D

    Hi, Few days ago I downloaded the engine and started looking through TorqueScript code to more idea how the engine works. I'm still very fresh but I saw this discussion on TAML and thought this might be relevant: From what I found out in my investigation of scripts, is that there is also tons of stuff in core/ that could be implemented as TAML. This might result in faster engine initialization and definitely better learning curve as there would be less code to look at. Particularly this files: core/scripts/client/postFx/* (most stuff) core/scripts/client/lighting/* (most stuff) core/scripts/client/audioAmbiences.cs core/scripts/client/audioDescriptions.cs core/scripts/client/audioEnvironments.cs core/scripts/client/commonMaterialData.cs core/scripts/client/materials.cs core/scripts/client/renderManager.cs (^ perhaps DiffuseRenderManager could be implemented in TAML) core/scripts/client/scatterSky.cs core/scripts/client/shaders.cs core/scripts/client/terrainBlock.cs core/scripts/client/water.cs My concern is that this would require to split every object to its own TAML file, causing shitload files to load and potential IO performance problems. Plus all that objects would still be global. But maybe tweaking some of this files on C++ side to be SimGroups or adding composition syntax to TAML (property = new Object) would solve the problem.
  2. Yup, that's the second time they doing such action this year.
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