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Johxz

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Everything posted by Johxz

  1. Hi everyone! Check this! :mrgreen: https://www.indiegala.com/axis Regards, J
  2. Well if you already did a change to "exec(blah)" you can run again "exec(blah)". That's it :D Even you can add a "note bloc" in-game and from there add new function and then run "exec(blah)" For other stuff like "this" you can use "package". You can replace a function or "update" a function with new behaviour (disable/enable as needed).
  3. Johxz

    Bot AI?

    BadBehavior, it will include on t3d at the near future. GuideBot is unmaintained, but is MIT license, so, is someone cared enough can be updated.
  4. Yes you can to both question. The editor I think right now don't work on multiplayer, but exist products like this https://www.garagegames.com/products/tcwdt And in-game terrain deformation don't know any resources, but I remember that a few they did. check the old forum.Try using this http://www.dreambuildrepeat.com/GGSearch/index.html other question related http://forums.torque3d.org/viewtopic.php?f=10&t=174
  5. hi james, you can load the script anytime. Just run exec("./youScript"); or you can use "package" https://luisantonrebollo.github.io/Torque-3D-Wiki-Test/Torque3D%20script%20reference/syntaxPackages.html http://forums.torque3d.org/viewtopic.php?f=12&t=203
  6. Johxz

    Bot AI?

    Is not part of the mit release but you can create MP bots. http://forums.torque3d.org/viewtopic.php?f=12&t=161
  7. Hi, Well you need to post here http://forums.torque3d.org/viewforum.php?f=31 because here is for torque 3d. Anyway, yes of course you need a few libraries, sorry I can't help to much I don't use Ubuntu. Try to search/install with "aptitude install openal" and the others X11, Xft SDL... /usr/bin/ld: cannot find -lX11 /usr/bin/ld: cannot find -lXft /usr/bin/ld: cannot find -lSDL /usr/bin/ld: cannot find -lopenal
  8. I don't tried. But is added, can you test this? https://github.com/GarageGames/Torque3D/pull/1019 @Duion was using this on his game "Uebergame". Maybe he can talk more about this.
  9. Yes, is included. http://forums.torque3d.org/viewtopic.php?f=12&t=161
  10. @LukasPJ Yes I know for than reason I wrote some of this company develop at some point tools for t3d. So I don't think is bad idea to knock the door... If we never ask we never know how much we need to pay :lol:
  11. @LukasPJ yes I know that page, sorry for not donating anything yet, but that page have ages and I not see movement yet. May be we need a different approach instead using bounty-page is look for someone to do it :lol: do a search in a freelance page or something like that, put a offer, negotiate and do it. Even may be is not bad idea to pool money and pay "BrokeAss Games", "Sickhead Game" may be the BeamNG guys or some other company to help us... Or do a mass collecting like craw-funding for one specific goal like we do with linux but something more little and attainable. Either way all ideas are welcome... ;)
  12. I would love to support t3d monetary. To fix bugs mostly and to add new feature. Even I beginning learning I always try to help in a way. Just an opinion, if the SC and community (elders) not start adding or merge useful resources to benefit the newcomers, for easy start or easy develop I'm afraid that t3d don't take off and the money don't flow like supposed to be. I mean updating the manual and new tutorials, with at least a good updated manual/tutorials someone can not only wet his feet but maybe start something. See the a lot of examples around of other game engine or even 3d modelling tools + some game engine. So my point is maybe t3d has bug, or the interface is not user friendly or maybe is hard or whatever, but if we have a better documentation the newcomers can start doing something.
  13. maybe you windows? I don't have any problem with torque. What version you downloaded, the binary or you compiled t3d? You can download from here: http://wiki.torque3d.org/main:downloads
  14. Hi this is based in my own experience if you can comment it would be helpful. Please correct me if I wrong. I did very quickly copy/paste, sorry for the misspelling. We can clean a bit and hope we can use this in the wiki for futures references. Torque 3D Dev Platforms: Editor Works on Windows, Mac, Linux Supported Languages: C++; TorqueScript Desktop target: Windows, Linux, OSX, SteamOS Mobile target: Android, iOS (When finish porting to Linux.) Console Targets: None VR Targets: Oculus Rift Controller Support: Razer Hydra, Leap Motion, Xbox 360. Distributed targets: Web (Unmaintained at the moment) ADVANTAGE / HAVE - Free forever, open-source, and permissive/liberal license (MIT License): Suitable for commercial and whatever you need. The liberal license allows use of the engine for any purpose without restrictions or royalties. - Including full access to source code: T3D gives full access to the C++ source code allowing editing and upgrading anything in the system. Having easy access to the full source makes it possible for any skilled developer to add features that a project requires. Powerful and flexible. Built in pure C++ so it is easy to use and extend however needed. - Integrates with popular IDEs: integrates with Visual Studio (2008, 2010, 2012) on Windows, Xcode on Mac, and XXX on Linux. (HELP ME HERE) - Active community: Helpful and responsive forum. Forums have many active and friendly members that are quick to respond and help out. Even Steering Committee is very active on forums. Great Community support through the Forums and IRC. - Very optimized: runs very smoothly even on systems that are considered "weak" by today's standards. Runs well on lower end machines. (I use a very weak laptop right now and is run smooth while unity3d for example I can't use without freeze or open "monoDevelop") - Is 3D, but you can do 2D by faking a flat environment in a 3D universe. (Or you can use Torque2D, see the link http://torque2d.org/) - Proven track record, many commercial games available, including many on Steam. (See this link http://forums.torque3d.org/viewtopic.php?f=2&t=126) - Uses C++ as well scripting language TorqueScript. - Continually updated by a dedicated and skilled community. Constant development and progress. - Network: Easy to implement 32, 64 to 128 or more multi-player networking. Torque's approach to networking makes this one of the best performing and easiest to implement multiplayer game engines available. - Many stock features for a FPS but flexible enough for other Genres. - Physics Engine: including Nvidia PhysX, Bullet Physics and also offers a simpler built-in physics engine. - Comprehensive WYSIWYG editor:  Provides a straightforward drag and drop development environment that can be customized to suit individual preferences. - The editor GUI is very powerful and intuitive. It allows pausing gameplay and manipulating the scene at any time. - Comes with a wide editors/tools: Particle Editor, Custom Shaders, GUI editor, Artificial Intelligence, Recast Pathfinding (Navmesh editor), full Collada support (including blender), River Editor, Terrain Editor/generator. The Terrain editor is easy to use and will include features such as hole cutting, noise, smooth, etc. All the tools are in one place such as placing road/paths, vegetation, billboard and there settings are easy to locate and change. Others editors like: Mesh Editor, Path editor, GUI Editor, Script Editor, Environment Editor (volumetric clouds and day night cycle, lightening, ocean settings, wind), Material editor... etc... DISADVANTAGES / DON'T HAVE Sorry but this is my own perception, I don't want to offend anyone. ;) - A visual scripting system for non-coders. No coding, uses drag and drop behaviors. - Documentation is good; lots of examples and sample code but dispersed (Effort are made to bring all together.) Lack of in-depth tutorials: There are plenty of beginner coding tutorials which serve as a basic introduction for a new user to get up to speed, but once having passed that stage there is a real lack of more advanced tutorials/examples/code snippets demonstrating the finer details of the vast and varied API functions. - Lots of resources to learn from (Effort are made to bring all together.) - Offers choice of scripting languages (Effort are made to support other) - Increasing number of bugs. - Slow roadmap implementation: The developer maintains a growing roadmap of features with no indication to users of time frame and priority of feature implementation. - Support for Android and iOS (Is on the way) - Supports in-app purchases - Not Stable - Web plug-in for browser deployment: offers web plug-ins that allow deployment of an application to all major browsers. Or WebGL port. - Direct3D support is behind: Direct3D support not up to par with OpenGL support, only version 9 is supported. - Currently limited to targeting PC. Mobile targets are planned. Regards, John
  15. Bjarne Stroustrup - The Essence of C++: With Examples in C++84, C++98, C++11, and C++14 https://channel9.msdn.com/Events/GoingNative/2013/Opening-Keynote-Bjarne-Stroustrup
  16. Following the old thread! Upload your cool screenshot and HD videos!! :D Enjoy this screenshot I found the other day on the internet... all made in Torque 3D. Princess Grand hall - Torque 3D Apps: maya, 3ds max, photoshop, xnormal, zbrush source: http://eat3d.com/forum/art-gallery/princess-grand-hall-torque-3d-engine http://eat3d.com/files/forum_images/1_3.jpg http://eat3d.com/files/forum_images/2_0.jpg http://eat3d.com/files/forum_images/4_0.jpg http://eat3d.com/files/forum_images/7.jpg http://eat3d.com/files/forum_images/9.jpg http://eat3d.com/files/forum_images/3_1.jpg http://eat3d.com/files/forum_images/5_0.jpg Some terrain in Torque 3D Apps: World Machine and L3DT. Source: https://theterrainguy.wordpress.com Parallax Occlusion Mapping in Torque3D HDR lighting and other postfx settings Random terrain
  17. the other day I was thinking about visual node or something for t3d and this come to my mind, what are you think? This is from BadBehavior
  18. Johxz

    Bullet integration

    FYI Benchmark: Bullet - PhysX2 - PhysX3 https://www.garagegames.com/community/forums/viewthread/136369
  19. Well, Kismet is not ugly of course, but I see very big to try to add.... the best is to try to keep this simple and real, right? for us to maintain and develop. I mean, this conversation is for add a visual/block logic, so what other alternatives we have? The other it's come to my mind is the game logic for blender. https://www.blender.org/api/blender_python_api_2_74_release/bge.logic.html
  20. I never used kismet but this... don't know.... let me think... http://media.moddb.com/images/mods/1/12/11188/KismetKitchen.png
  21. You can learn from here: http://docs.garagegames.com/torque-3d/official/content/documentation/Scripting/Advanced/RTSPrototype.html
  22. And you have this... how can I start with AI on T3D? http://forums.torque3d.org/viewtopic.php?f=12&t=161
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