What will be the Torque Specific Seminars at IGC '03
by Anthony Rosenbaum · in General Discussion · 09/13/2003 (10:14 pm) · 7 replies
I missed out on Joe's animation seminar last year. Seeing that I 'll be attending this year I was hoping there will be some similar Torque specific seminars.
I would love to hear about the future for GarageGames, Torque 2.0. Not to mention techniques to improve the existing head, such as Shaders, Network Optimizing Techniques, and possible some Q & A to discuss with the engine's developers.
Anthony
I would love to hear about the future for GarageGames, Torque 2.0. Not to mention techniques to improve the existing head, such as Shaders, Network Optimizing Techniques, and possible some Q & A to discuss with the engine's developers.
Anthony
About the author
#3
"In this session the audience will be treated to a demonstration of the DTS exporter process"... yuck, i hate dts treats :) Will this include characters and vehicles??
and...
Game Optimization for Speed & Size
This could be cool...
But other than that??
10/03/2003 (9:39 am)
Yeah, I saw that... The only things on there I saw that were torque specific are..."In this session the audience will be treated to a demonstration of the DTS exporter process"... yuck, i hate dts treats :) Will this include characters and vehicles??
and...
Game Optimization for Speed & Size
This could be cool...
But other than that??
#4
In regards to the exporter session we are going to demonstrate many of the common errors that people encounter and how to solve them using "Weapon" models. We are using weapon models simply because they are very simple shapes for everyone to understand and wrap their heads around, though we could have used any model type since the errors encountered are the same across them all.
If you have additional questions afterwards, then let us know after the exporter session.
10/03/2003 (5:11 pm)
Many of the art sessions topics are Torque specific. In regards to the exporter session we are going to demonstrate many of the common errors that people encounter and how to solve them using "Weapon" models. We are using weapon models simply because they are very simple shapes for everyone to understand and wrap their heads around, though we could have used any model type since the errors encountered are the same across them all.
If you have additional questions afterwards, then let us know after the exporter session.
#5
10/03/2003 (7:11 pm)
And, of course, you're going to be surrounded by a lot of really knowledgeable Torque users... It's not like you can't take someone knowledgeable out to lunch and pick their brain. :)
#6
-Jeff Tunnell GG
10/03/2003 (7:17 pm)
We intentionally kept the Torque specific content to a small percantage of the conference both this year and last. The name of the conference is IndieGamesCon, not TorqueDevelopCon. But, Ben is right, you will not find a place on the planet with more Torque knowledge per square foot.-Jeff Tunnell GG
#7
See y'all fri...
-s
10/08/2003 (10:36 am)
Excellent! I suspected as much, but its nice to hear it confirmed... See y'all fri...
-s
Torque Owner Stephen Clark