Game Development Community

New Checkin (May 24, 2005) And Call For Code

by Kyle Carter · in Torque Game Engine Advanced · 05/24/2005 (10:47 pm) · 9 replies

Hey guys,

I did a new checkin. More code drops from the new terrain stuff, now codenamed "Atlas."

I sense a .plan coming...

Anyway, the biggest change beyond a bunch of annoying little cleanliness changes and some pathed camera fixes is a new subdirectory, util, in which I put a number of standalone helper classes. I'm going to be harvesting more from the existing codebase, but...

I want to turn this directory into a bit of a repository for useful Torque-compatible utility code. Things like intersection tests, geometry manipulation code, and the like. The stuff in there sets the tone pretty well.

If you think you have something that you want to contribute, get in touch with me or Brian and we'll work with you to get it checked in. The idea is to develop a robust library of helper routines to make it easy to develop new functionality in TSE.

Look forward to seeing what awesome stuff the community is gonna contribute to itself. ;)

Ben

#1
05/24/2005 (11:45 pm)
Why do you guys always checkin right before i'm going to bed?

I may never get to sleep :)
#2
05/25/2005 (12:36 am)
Incidentally...

Things that are in the util directory:

Triangle/Box intersection code.
Fast generic frustrum culling for hierarchical bounding boxes.
Fast generic quadtree vs. ray intersection testing.
Rectangle clipper.

Things that will go in right soon:

Triangle/Ray intersection test. (Mollner's implementation, as it happens.)

Things that ought to end up being there (this is where the community comes)

Lots of intersection tests! Fast, good ones, too. Tristrip vs. box, sphere, ray, triangle, tristrip, etc.
Clippers.
IK solvers?
Better profilers?
File format readers?

The sky is the limit here, folks. :) Let's see what makes sense and then do it!
#3
05/25/2005 (12:51 am)
I'll contribute a few things here. Should be able to wibble together some profiler stuff and some little debugging helpers (stuff like vector and float range/validity checkers and such).

Trouble is, some of this may be platform specific, I guess I'll check it on the mac first. Someone else might have to look at linux, I'll #ifdef around it.
#4
05/25/2005 (12:53 am)
I think that all the numerical ranges are governed by IEEE standards, so you should be OK there.

Sounds like good stuff, drop me an e-mail and I'll review it/check it in!
#5
05/25/2005 (3:25 am)
@Ben

Is this worth pulling down yet?

I'm waiting for the terrain stuff as I don't think anything else major is missing (well not counting lighting obviously!)
#6
05/25/2005 (7:54 am)
Hi, just purchased this. From the CVS, I see
- branch-release-1.0
- HEAD
- 1.6.2.4
- 1.1

Which one do you guys consider the most "stable"? 1.6 seems to be empty, so I got 1.1 for now... and is this Checkin you are talking about the HEAD one?
#7
05/25/2005 (11:00 am)
Yes this is for head and it is he latest
#8
05/25/2005 (11:02 am)
@Peter:

That's a loaded question. :P

@Morgan:

It's good forum etiquette to post new questions to a new thread. That said, all the checkins across all Torque projects are to HEAD; we only branch/tag for historical/release purposes. If you're running the 1.1 release of TSE - which is equivalent to Milestone 1 - you're running some really crufty old code. You want to update to the latest from HEAD.
#9
05/25/2005 (12:59 pm)
I figure alot of people are holding off on merging from CVS until the terrain change. I did download the CVS stuff and build it. I got one linker error which seems unrelated to your changes:

Quote:
------ Build started: Project: max2dtsExporter Max4, Configuration: Release Win32 ------

Compiling...
translucentSort.cpp
stripper.cpp
skinHelper.cpp
c:\Projects\Sickhead Games\TSEHead\tse\lib\maxsdk40\istdplug.h(1212) : warning C4002: too many actual parameters for macro 'FN_0'
ShapeMimic.cpp
c:\Projects\Sickhead Games\TSEHead\tse\lib\maxsdk40\istdplug.h(1212) : warning C4002: too many actual parameters for macro 'FN_0'
sequence.cpp
c:\Projects\Sickhead Games\TSEHead\tse\lib\maxsdk40\istdplug.h(1212) : warning C4002: too many actual parameters for macro 'FN_0'
SceneEnum.cpp
c:\Projects\Sickhead Games\TSEHead\tse\lib\maxsdk40\istdplug.h(1212) : warning C4002: too many actual parameters for macro 'FN_0'
NvVertexCache.cpp
NvTriStripObjects.cpp
maxUtil.cpp
c:\Projects\Sickhead Games\TSEHead\tse\lib\maxsdk40\istdplug.h(1212) : warning C4002: too many actual parameters for macro 'FN_0'
main.cpp
c:\Projects\Sickhead Games\TSEHead\tse\lib\maxsdk40\istdplug.h(1212) : warning C4002: too many actual parameters for macro 'FN_0'
exportUtil.cpp
c:\Projects\Sickhead Games\TSEHead\tse\lib\maxsdk40\istdplug.h(1212) : warning C4002: too many actual parameters for macro 'FN_0'
Compiling resources...
Linking...
engine.lib(winMemory.obj) : error LNK2005: "void * __cdecl operator new(unsigned int,void *)" (??2@YAPAXIPAX@Z) already defined in d3dx9.lib(xfile.obj)
engine.lib(winMemory.obj) : warning LNK4006: "void * __cdecl operator new(unsigned int,void *)" (??2@YAPAXIPAX@Z) already defined in d3dx9.lib(xfile.obj); second definition ignored
Creating library .\../tools/out.VC7.RELEASE/max2dtsExporter.lib and object .\../tools/out.VC7.RELEASE/max2dtsExporter.exp
../tools/max2dtsExporter.dle : fatal error LNK1169: one or more multiply defined symbols found

Build Time 0:26
Build log was saved at "file://c:\Projects\Sickhead Games\TSEHead\tse\tools\out.VC7.RELEASE\max2dtsExporter_Max4\BuildLog.htm"
max2dtsExporter Max4 - 2 error(s), 8 warning(s)

Maybe this existed before... i didn't notice.