Game Development Community

Torque 3D Community Edition Discussion Thread

by Kory Imaginism · in Torque 3D Professional · 06/06/2012 (11:03 am) · 347 replies

This thread can be used to discuss everything Torque 3D Community Edition related.
#281
09/11/2012 (4:44 am)
But it was predictable. The official repository (and even those who will pop out like mushrooms) are a resource to be used. How will be the CE for the official repository (and even Those Who will pop out like mushrooms).

Update: The CE now has again OpenGL for the Windows platform (only with BasicLighting, but it is something). I have to finish a few things before committing it.
#282
09/11/2012 (4:46 am)
- double post -
#283
09/11/2012 (4:50 am)
Oooh nifty with OpenGL!
What OpenGL version btw? 2.0?
And wasn't the outdated OpenGL, what kept T3D away from being portable to Macs? Or is there any other problems?
I believe I read somewhere, that it was because they were unable to keep OpenGL that they were giving up on the Mac version. (T3D Beta 5 actually has a Mac version)
So with OpenGL working it can't be too far out of grasp can it?
#284
09/11/2012 (6:23 am)
I agree with Frank regarding the CE being limited by not opening to what the opensourcing of Torque3D really is offering, fresh air, new profesionals, etc.

Assuming beforehand that any newcomer will be a feature hungry newbie with no criteria, is rather out of the point imho. Also, personally I see little point in comparing Torque with Ubuntu.

I understand @Alfio has its reservations, and I agree on being cautious. But being too cautious when something good happens, can be as bad as not being cautious at all.

I think what could help the CE, is the same structure GG is proposing with the head version. Have a comitee, that will handle the proposals, ideas, revisions... in fact, determining a direction.

Maybe that comitee could be integrated by all members here so far. Maybe a few. I dont know. Whats important is to have something that do not mean closed doors for people that may will have much to offer.

Sealing it to people who bought it previously seems arbitrary to me, and a perspective loaded with fear to lose, when in fact there so much to win.

Give it a thought!
#285
09/11/2012 (10:49 am)
@Alfio,
I really would like to see you working with GG to determine the direction of the T3D engine. I think I understand where you are coming from now. You want to see what happens with the T3D repo and hold onto CE while everything settles. That way we have options.

Good job on the OpenGL!
#286
09/11/2012 (11:57 am)
There are currently 103 members of the CE. Eighteen of those have write permission to the repository. Out of that group 7 have authored changes to the CE. So we do already have a "committee" of sorts in place, but a handful of volunteers (who all have other tasks and commitments) can only do so much in a given timeframe.

We have always been open to more people wishing to contribute and that will not change. We will continue to grow, but the legalities of license conformity must be observed.

The best thing will be to wait before assuming that the CE will remain locked as it currently is to 1.2 users only. Even if GarageGames opened their Github repository to the public today we would still have to bring the CE in-line with that offering -- which will take time. Looking at it right now I can already tell you that every single file will need to be changed (updated copyright headers). Can you say tedious ;) This does not include the effort necessary for some of the 3rd party library support that has to be rewritten. Just because it isn't happening today does not mean it can't happen a month from now.
#287
09/11/2012 (12:55 pm)
That's what I've been saying :P

Keep it tight while the dust settles with T3D OS itself, and then from there we can work to open it up going forward.

My only concern was keeping it locked down indefinitely, which seemed unlikely, but I was just throwing it out there.

Believe me, it definitely makes the most sense to keep things ratcheted down and closed while the necessary transitions and update happens, I don't think anyone where feels otherwise. It's merely the concern of how to proceed AFTER that that everyone is talking about.
#288
09/11/2012 (2:29 pm)
Well waiting is the obvious immediate stage, and I dont know why has been brought to the table, as that was rather out of question and clearly stated on other threads.

Nodbody is saying "now". On the contrary, is good to take things easy. But not so easy as to speak of closing CE to people who doesnt own torque from the retail age.
#289
09/11/2012 (11:53 pm)
Torque3D CE has become and will always be my primary point of T3D projects ... before it was announced that it was going to be open sourced, I was merely going to pay my upgrade fees but always use T3D CE as my main starting point.


This will not change regardless of the open source flag.


I really wish I could contribute more to the T3D CE version, but the developers here are far more skilled in C++ then I am (I am a Java developer by profession).

So let me know if there is any other way I can contribute ... I am here for you all. 8-p
#290
09/12/2012 (2:41 pm)
It might be worth considering moving the CE to a Git repository if there's going to be any serious interaction with the master branch of T3D. Even if you're hosting on Github were everything has to be open, you don't have to accept pull requests from just anyone.
#291
09/12/2012 (5:41 pm)

The current OpenGL/MacOS status


I would say that the first results are acceptable. For the moment i isolated the OpenGL functionality on the Windows platform. It works almost everything perfectly, except as you can see, some shaders that should be reviewed:

img255.imageshack.us/img255/8715/immagineyt.th.jpg

Now i'm trying to enable the advanced lighting not available in the files in my possession.
....

Binding server port to default IP
UDP initialized on port 0
Attempting to create GFX device: ATI Radeon HD 5450 OpenGL
Device created, setting adapter and enumerating modes
Initializing GFXCardProfiler (GL4.2)
   o Chipset : 'ATI Technologies Inc.'
   o Card    : 'ATI Radeon HD 5450'
   o Version : '4.2.11762 Compatibility Profile Context'
   - Scanning card capabilities...
GFXCardProfiler (GL4.2) - Setting capability 'maxTextureWidth' to 16384.
GFXCardProfiler (GL4.2) - Setting capability 'maxTextureHeight' to 16384.
GFXCardProfiler (GL4.2) - Setting capability 'maxTextureSize' to 16384.
GFXCardProfiler (GL4.2) - Setting capability 'GL::suppVertexBufferObject' to 1.
GFXCardProfiler (GL4.2) - Setting capability 'GL::suppRenderTexture' to 1.
GFXCardProfiler (GL4.2) - Setting capability 'GL::suppRTBlit' to 1.
GFXCardProfiler (GL4.2) - Setting capability 'GL::suppFloatTexture' to 1.
GFXCardProfiler (GL4.2) - Setting capability 'GL::suppAnisotropic' to 1.
GFXCardProfiler (GL4.2) - Setting capability 'GL::suppFragmentShader' to 1.
GFXCardProfiler (GL4.2) - Setting capability 'GL::APPLE::suppFence' to 0.
GFXCardProfiler (GL4.2) - Setting capability 'GL::Workaround::needsExplicitGenerateMipmap' to 0.
GFXCardProfiler (GL4.2) - Setting capability 'GL::Workaround::X1600DepthBufferCopy' to 0.
GFXCardProfiler (GL4.2) - Setting capability 'GL::Workaround::HD2600DepthBufferCopy' to 0.
GFXCardProfiler (GL4.2) - Setting capability 'GL::Workaround::noManualMips' to 0.
   - Loading card profiles...
      - No card profile core/profile/GL42.cs exists
      - No card profile core/profile/GL42.ATITechnologiesInc.cs exists
      - No card profile core/profile/GL42.ATITechnologiesInc.ATIRadeonHD5450.cs exists
      - No card profile core/profile/GL42.ATITechnologiesInc.ATIRadeonHD5450.4211762CompatibilityProfileContext.cs exists
GFXTextureManager - failed to load GBitmap for 'unknown'
GFXTextureManager - failed to load GBitmap for 'unknown'
GFXTextureManager - failed to load GBitmap for 'unknown'
GFXTextureManager - failed to load GBitmap for 'unknown'
GFXTextureManager - failed to load GBitmap for 'core/scripts/client/postFx/core/scripts/client/postFx/null_color_ramp'
GFXTextureManager - failed to load DDS for 'core/scripts/client/postFx/AreaMap33'
GFXTextureManager - failed to load GBitmap for 'core/scripts/client/postFx/AreaMap33'
GFXTextureManager - failed to load GBitmap for 'core/scripts/client/postFx/noise'
GFXTextureManager - failed to load GBitmap for 'core/scripts/client/postFx/noise'
% - PostFX Manager - Executing core/scripts/client/postFx/default.postfxpreset.cs
% - PostFX Manager - Applying from preset
% - PostFX Manager - PostFX enabled

....

I could do the commit, right now, but to keep the code clean and linear, i'm providing also to add a module for the projectGenerator.
<?php
beginModule('opengl');

	addProjectDefine( "TORQUE_OPENGL" );
	addProjectDefine( "TORQUE_OPENGL_EXPERIMENTAL" );
	addProjectDefine( "GLEW_STATIC" );

	addEngineSrcDir( 'gfx/gl' );
	addEngineSrcDir( 'shaderGen/glsl' );
	addEngineSrcDir( 'lighting/advanced/glsl' );
	addEngineSrcDir( 'forest/glsl' );
	addEngineSrcDir( 'terrain/glsl' );
	
	if ( Generator::$platform == "win32" )
	{
		addEngineSrcDir( 'gfx/gl/win32' );
		addIncludePath( getAppLibSrcDir() . 'glew/include/' );
		addProjectLibDir( getAppLibSrcDir() . 'glew/lib/' );
		addProjectLibInput( 'opengl32.lib' );
		addProjectLibInput( 'glew32s.lib' );
	}
		
endModule();
?>

I also modified/replaced the code for MacOS, but i should do more testing.
#292
09/12/2012 (8:51 pm)
Alfio@ this is great news -- is that openGl + Windows or are you able to test it on Apple Hardware as well?
#293
09/12/2012 (11:52 pm)
Bump what Jeff said, would be very interested if anyone could test this on a Mac!
#294
09/13/2012 (2:41 am)
About the open source and CE: hold and wait , hold, steady, hold...
#295
09/13/2012 (3:18 am)
I will be able to test after i've downloaded the code and compiled after Alfio has committed it.
#296
09/16/2012 (8:25 pm)
@Alfio great work on the OpenGL!

I would also like to see a cross over of the CE and GG OS, so to make sure that work to both benefit both.
#297
09/20/2012 (1:43 pm)
I'm awaiting the commit of the Mac port before introducing a new batch of bug fixes and/or compatibility with the (now public) OS version (which doesn't take much work - it's just tedious).
#298
09/20/2012 (4:04 pm)
Currently the CE works with both APIs (DirectX and OpenGL) in Advanced Lighting. But i'm having some issues on which i am working.

Just at this moment, i have a minor inconvenience ( -.- ) with the AdvancedLighiting and the terrains. For some reason when the game starts in DirectX mode. The shadergen generate and load the OpenGL shader. So the terrain is not rendered.

Other minor visual inconvenience concerns the incorrect display of some images with some color profiles when the bitmap are loaded as glTexture.

They are all minor errors of little consequence. But that must be corrected.
#299
09/20/2012 (11:01 pm)
My Mac laptop arrived today -- should be able to start testing openGL on native Mac OS by this weekend.

I already have the initial release of the Mac port recently shared by GG - So I'll start with that ... but will keep an eye open for the pending updates from Alfio and Michael - before downloading the updated version of CE for testing.





#300
09/23/2012 (3:19 pm)
I've downloaded the T3D CE build, updated as of 9/20 and starting to test it on Mac OS X (latest 10.8) --

Couple issues already related to the Xcode project files ... so am testing the beta "code candy" mac os port to see what the differences might be.

Codecandy version is compiling, but frequent lock ups -- but only had a few hours of time on it so far.