Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by Johxz

  1. yes is true :) sorry about that I was a little confuse because you post in C++, and I use the new module/template and it behaves differently that's why I did not see it :lol: anyways to people out there, for the new template/module: https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/main.cs.in#L15 https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/canvas.cs#L40 Old template from here: https://github.com/GarageGames/Torque3D/blob/development/Templates/Full/game/main.cs#L24 https://github.com/GarageGames/Torque3D/blob/development/Templates/Full/game/main.cs#L52
  2. Hey Chris you can change the MegaMotion in the main.cs in your project. $appName = "Full"; https://github.com/GarageGames/Torque3D/blob/development/Templates/Full/game/main.cs#L24 and for the "Torque 3D MIT", you need to look inside Engine/source/app/version.cpp https://github.com/GarageGames/Torque3D/blob/development/Engine/source/app/version.cpp#L79
  3. Hi, I don't know about MACK but I think maybe have something to do with hardware skinning. Can you give it a test with T3D v3.6.2 and then the same test with T3D v3.6.3? It should works in v3.6.2.
  4. Cool! you are doing your game Jason 8-) I'm glad. you helped me a lot back in the days when I was starting :lol: I'm happy to still see you here bro
  5. Johxz

    DAE hierarchy

    FYI http://www.garagegames.com/community/resources/view/23050
  6. How...? You never see a MP game with Torque and bots? I don't understand... you mean soldier FPS bot? or any kind of bots like spaceship bots, car bots, every game need is different..... What you mean "something entirely different"? different to your game? I thinks you need seriously to take a look to my list duion, https://github.com/John3/awesome-torque3d What games to comes to mind is "Legions: Overdrive", "Determinance", "Talon", "Metal Drift" or "AX:EL - Air XenoDawn", all this games develop with Torque3D with bots, but there are a lot of MP with "bots", I recall you about the old game "Tribes 2", almost all Torque 3D or TGA games have some form of multiplayer with bots. Multiplayer bots just specially for your game? :roll: because that don't exist, you need to build you own bots for you game. AI Tutorial? yep we have some tutorials, resources and products.... again take a look to my list https://github.com/John3/awesome-torque3d#ai (yes I know is small) Specially for you game maybe this can work for you "Tactical AI Kit" download the demo and take a look. Not sure how to answer this. It seems you need to research a little more about AI. For that reason you need to develop your AI for the need of your game.
  7. Hi What is the status of "Hydra Ryder", "Occulus Rift" and "Leap Motion controller"? Is functional? Or need update? thx
  8. Hi @slapin You need to do it. How hard? I would said it's depends on your skill. Some one with more exp can give it a better answer. Short answer. 1,2) Yes. 3) Yes. I do not know the limits 4) Don't know what you mean. I remember a old game "gta" like, called "Atomic City Adventures" developed in T3D search in maybe you can see some videos to find something useful for you project. Blog of the guy who developed the game Dusty Monk check my links ;)
  9. Hi @BOS Sorry I not read all the posts, apologize me, it seems you have some problem running and compiling T3D, right? not sure if you already saw my post, you can download T3D ready to use, just double click and run. (Including stable and development) You can go here: http://forums.torque3d.org/viewtopic.php?f=2&t=665 even in the same repo you have the official documentation for download too. Give it a try. If you need something else for this releases not hesitate tell me.
  10. thanks for the comments, this kind of fix does not break torque3D, I think is desperately need it, I know at some point in the past this was a topic and never landed, we can managed this kind of PR differently, I'm not going to do one PR with everything, I'm thinking of use smaller PR, this will help identify a problem If it's exist. As some of you know t3d passed through by different collaborators, since many many years. I think we need to do it right now without waiting more. A lot of new people are waiting v4 to be released to start his project. other of the benefit we can clearly see if someone new want to start collaborating to the code, instead teach him the Torque Code Style, you can simple point out to Allman or K&R for example, and avoid the always "3 spaces thing" The http://editorconfig.org/ is a good idea I was thinking to implement something like this in the code itself like this http://kitware.github.io/KWStyle/, but this is not the point of this topic, remember we need to have a clearly code style first and apply it and avoid that a good PR hit the ground by something unclear and then we need to re-do it we need the consent of the people that already started his project and want to upgrade later.
  11. Hi Well... the formatting of the source code is need it. The point of the post is: - Can we start formatting the source code to be release to T3D v4? - Will it interfere with your work? do not care? - You want to propose other code style? Torque3D seems to use Allman with 3 spaces - https://en.wikipedia.org/wiki/Indent_style#Allman_style more info here: http://wiki.torque3d.org/coder:code-style-guidelines http://tdn.garagegames.com/wiki/CodeStyleGuide You can see some differences in here: - https://gist.github.com/jesseschalken/0f47a2b5a738ced9c845 - https://en.wikipedia.org/wiki/Indent_style Please vote: - Yes or No? - Code Style alternative? write it down what you think.... PR: #2046
  12. Released recently on steam store using Torque3D game engine. A steampunk Hardcore Sandbox RPG!!! :shock: STEAM HAMMER !!! Watch the game! (gameplay) pg8v3eVDa4U Trailer 1 -lhP156YYug Trailer 2 zED9LJxAHwA
  13. yes, at first may be weird. Here just need to select the folder. The heightmap will have the name of the terrain "theTerrain_heightmap.png" and "theTerrain_layerMap_0_sand.png" Yes The true I almost no use terrain, so not sure the cons. I remember @Duion did some terrains with it.
  14. @Mitovo What you mean "it's not doing anything"? I did a quick export and is working. This is a exported terrain from "Empty Terrain" or the sand level. http://i.imgur.com/Ehw99kI.jpg
  15. Part 2 http://www.gamasutra.com/blogs/VladimirPiskunov/20170330/294402/Living_the_Dream_Part_II__from_Hardcore_Gamer_to_Successful_Creator.php
  16. Hi Interesting reading, by the way they are using Torque 3D, what game? Life is Feudal or see it on Steam Store Gamesutra - Living the Dream - from Hardcore Gamer to Successful Creator http://www.gamasutra.com/blogs/VladimirPiskunov/20170323/294400/Living_the_Dream__from_Hardcore_Gamer_to_Successful_Creator.php john
  17. Game Development In Linux - Blender & Torque by @Chadwee :) Tools: - Torque3D - Blender3D - Gimp OS: - Manjaro Linux - Ubuntu - Linux Mint Playlist 30 Days of Linux Challenge: Game Development & Special Guest jn5T8MBWSkk Blender & Torque Game Development In Linux: Part 1 Slime Monster HslcDcprSvU Blender & Torque Game Development In Linux: Part 2 Slime Monster iDtHQ6jfMrw Blender & Torque Game Development In Linux: Part 3 Slime Monster V9yB81KAkM4 Blender & Torque Game Development In Linux: Part 4 Intro to Animation WoJNuBDhABc John
  18. Hi JeffR Good ideas this modules, I think this need to be included. Like other game engines, they have some examples that anyone starting, can copy and learn from it. Some other modules idea - afx module :D - platform/side scroller module - RTS module (To close this chapter) :lol: just the basic in this modules and it will be 10k in size or less...
  19. Hey @subabrain Hi Bro you can follow my tutorial videos Tutorial: How to compile the new version of Torque3D http://forums.torque3d.org/viewtopic.php?f=12&t=713 The tutorial video for v3.9 can used for actual t3d development branch v4.0. Just in CMake change the "TORQUE_TEMPLATE" for "BaseGame" then copy and paste the module. Anyway you not necessary need to "compile", if you don't change the engine code, why don't you just download the last development binary, from here: - http://forums.torque3d.org/viewtopic.php?f=2&t=665#p5508 - https://github.com/John3/Torque3D_Unofficial
  20. hey @subabrain if you wanna take a look at the source of the soldier maybe this can help you https://github.com/GarageGames/ContentPacks have the 3DMax file in the actors folder and you can play with it.
  21. Hey Zyzz1995 I never use Physx, so not sure If you need other steps. (Maybe someone using Physx can enlightenment us :D ) First Install Physx. In CMake: 1) Select Generator: [Your VS Version] Ex: Visual Studio 14 2015 Win64 2) From the main body check: TORQUE_PHYSICS_PHYSX3 In Visual Studio 3) Open your project/Solution in VS, and then change in the top bar, at side of Debug/Release, change to x64 4) Compile as usual.
  22. AX:EL - Air XenoDawn http://store.steampowered.com/app/319830 Combining the very best of sci-fi and aerial dogfighting gameplay, AX:EL delivers a totally new gaming experience. Create your very own shape-shifting vehicle and dominate both the sky and the ocean. Build your own aircraft and prepare to fight: Combining the very best of sci-fi and aerial dogfighting gameplay, AX:EL delivers a totally new gaming experience. Create your very own shape-shifting vehicle and dominate both the sky and the ocean. Build your own bespoke aircraft, from mainframe to wings. Dominate the skies then watch your aircraft morph in to a silent underwater killing machine as you chase the enemy from the blue skies in to the darkest depths of the ocean. Developer - Alex Piola: https://www.garagegames.com/account/profile/250411
  23. I think this would be good to include in the engine specially for a dedicate server, but the resource don't work for me. Any hints? https://www.garagegames.com/community/resources/view/17205
  • Create New...