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Duion

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Posts posted by Duion

  1. Yes, my stuff is all free to use, there is no need to ask. The art is CC0 and has no conditions and for the code I have no idea yet, I did not add a copyright header myself, since I don't want to make the MIT license worse by adding additional headers that never can be removed because of the license conditions. I also did not write that many features myself, in many of them I had more or less help from others, so I did not feel well in adding my copyright to them.

  2. My advice would be that you should not focus on making Torque3D better or build demos for it, there may be nobody to use it and make real games, so go straight for making a prototype of your own game, everything else is wasted time.

    But first you should clean up your TorqueLab features so it is useable of course ;)

  3. I can't start a level since I get "d:\newtemplate\torque3d\engine\source\gfx\d3d9\gfxd3d9shader.cpp(91,0): {Fatal-ISV} - Failed to open include '/common/lighting.hlsl'." error

    Tried both with a default binary and a binary compiled from your branch, but I was not able to start a level so far.


    Also the brightness slider does not work, maybe it works ingame, but not from the main menu and to have a default button that resets every setting you did in the whole options menu without asking you if you want to reset every setting is not a very good idea.

  4. Sounds like a better approach. You could start with the regular editor and add each feature individually, then test, if it works, add the next etc this way you ensure everything is working and makes it easier to find bugs, since there is a clear commit for each feature.

    I would help testing, especially the environment settings sound interesting, since at the moment I save each weather situation as a new mission file.

  5. Clicks do not say much about how many active users there are.

    You have to consider we are talking about a game engine here and game development has a very high entrance barrier.

    To get started in game development you need to either be an experienced programmer or an experienced artist or better both, each discipline will take you years to learn and to get good at and even then you still will need month or years to get good with the game engine also.

    So your initial estimate of 100-200 is likely more correct, the core contributors are more like around 10 people.

    The other pseudo-free engines are only successful because they target what I call the dreamers, mostly young people who think they can make a game, grab an engine, realize they don't get anything done and buy some stuff in their store and then still never get anything done.

    So after all of that they can show high numbers of "active" users, but this is kind of faked numbers, the real active and productive community members are always far lower.

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