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Johxz

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  1. Johxz

    PRATAGON

    Great Job! ;)
  2. Hey GAN, As marauder2k9 said, you can use the pre-compiled version. Actually you don't build the game, it's already build (pre-compiled) unless you compile from source, that you only need to do once, again, unless you modify the source. What do you mean "publish the game"? There are several methods you can use for publish the game. But actually is pretty easy, basically you can compress your project game folder with zip, 7zip or rar. That's it. Then you can share the game in any method that you like, the other person only need to decompress and then run the game.
  3. Hey GAN, Actually you don't build the game, it's already build unless you compile from source, that you only need to do once, again, unless you modify the source. What do you mean "publish the game"? There are several methods you can use for publish the game. But actually is pretty easy, basically you can compress your project game folder with zip, 7zip or rar. That's it. Then you can share the game in any method that you like, the other person only need to decompress and then run the game.
  4. Hi Guys Actually you can find all the T3D demos here: https://forums.torque3d.org/viewtopic.php?f=8&t=1153#p9326 https://github.com/Torque3D-GameEngine/T3D-Demos If you want more T3D demos you can check this link: https://github.com/Torque3D-Games-Demos you can download for example T3D_Ron_Demos and Torque3D_Terrains. BTW I have some video tutorials if you wanna see it... is not very good quality so I apology for that, and as always you can check this list for a lot of more information https://github.com/John3/awesome-torque3d
  5. Yeah I can help with some tasks ;) I will chat with Jeff to know his thoughts and see where I can help.
  6. Johxz

    The Roadmap

    Sounds good bro! :)
  7. Hi, Here is the last devhead (up to date) build include Linux. This help me to close my builds workflow to release more quickly :D https://github.com/John3/Torque3D_Unofficial/releases/tag/v1.24 Thx for your help.
  8. Oh great that the workaround I told works for you, thank you for share the steps :) Is true what tim said, but if you are referring to have always here the last build, yes of course I will have the last build ready, and with your help the linux version too. Something I wan to mention about the dev builds, maybe sometimes it will have a few commits behind, for two reason 1) maybe don't have the time :D 2) And very important, is tested by me in my game prototype. that's mean if something is broken in my level I will not upload the new build until we have a fix. Maybe is broken functionality or something else. This guaranty some kind of stability. Thank you jason, this help me. So to recaps, the build work in Ubuntu 16.04.3 LTS Mint 18.3 Debian 8.9 Jessie (with a work around) Using libstdc++6 version from Stretch. Possible that will work without hassle in Debian 9 Stretch Solus Linux The new last build is here: v1.24 Windows at the moment, through couple of hours I will release the Linux version too. John
  9. Thank you guys for you feedback. @damik It seems for jessie use a old library, con you update to stretch? As workaround maybe you can do this, download this https://packages.debian.org/stretch/libstdc++6 , paste into your t3d folder. Configure your env like this: LD_LIBRARY_PATH=/home/damik/t3d_folder/ and see if this works for you. In the future I will try to fix the compatibility issue across distros. @Mitovo .sh? You mean t3d_linux_x64? Can you run from a terminal? like this: ./t3d_linux_x64 And share the output from the console and attach the console.log.
  10. hey @avovana sorry to not get you on time, but it seems that you figure it out. Good! ;) That tutorial need to be updated, is a little old now. I'm not using VS2017, I will keep VS2015 for a little longer, because in every new release VS it's getting slower. But as Tim said, if you need VS2017, you need to use the development branch.
  11. Hey guys, From now on I will add Linux executables. Anyone that use Linux can give me a hand and test this release? https://github.com/John3/Torque3D_Unofficial/releases/tag/v1.23 Thank you!
  12. Johxz

    help

    to my knowledge torsion can't be compile on linux, pls check this first, it have editor, ides & debuggers: https://github.com/John3/awesome-torque3d#ides
  13. After several release candidates since a year ago, TrenchBroom 2.0.0 was released. https://github.com/kduske/TrenchBroom/releases New Trailer: shcAvnYp9ow And new video tutorials was released too. Quickstart gONePWocbqA More videos here: https://www.youtube.com/channel/UCF502yOYr_olPaw6xgnYmaQ/videos
  14. The comprehensive PBR guide Volume 1: The Theory of Physically Based Rendering This is the first of two volumes, which focuses on the theory of physically-based rendering and shading. It’s important for us to understand how light rays interact with surface matter because our job as texture artists is to create textures that describe a surface. The textures and materials we author interact with light in our virtual worlds and the more we understand about how light behaves, the better our textures will look. In this first volume, we will discuss the theory behind the physics through which physically-based rendering models are based upon. We will start with a light ray and work up to defining the key factors for PBR. https://www.allegorithmic.com/system/files/software/download/build/PBR_Guide_Vol.1.pdf Volume 2: Practical Guidelines for PBR Texturing In this second Volume, we discuss the practical application of authoring PBR textures and provide a set of guidelines that are based on the foundations established in Volume One. We will begin by redefining PBR from an artistic perspective. From there, we will discuss the metal/roughness and specular/glossiness workflows to address the principles and guidelines for authoring physically-accurate maps. https://www.allegorithmic.com/system/files/software/download/build/PBR_volume_02_rev05.pdf Basic Theory of Physically-Based Rendering https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/ Physically-Based Rendering https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/ Source: https://www.allegorithmic.com/pbr-guide
  15. Johxz

    Unwap3D

    Nice! I already know that program, but never knew it had a torque DTS plugin :D thank you. I think would be good idea to include this in the big list ;) and start a new section.
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