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.
#342
01/01/2013 (7:30 am)
I mean who needs ILF when you have this puppy. Megatextures, some well designed pages and your half way there. Reactive surfaces like the humble sofa, who needs true dynamics it's too expensive anyway. Customised RPG characters the easy way and better too. All we need now is an optimised vertex displacement and tessellation system, a few tweaks to the material system and scalable reactive objects are within grasp of the indi developer.
#343
your one OK to start as a community work on awesomium integration.
thanks
01/01/2013 (7:36 pm)
i know about that pack.but it is a paid one.i was looking for to start with something(to save some time) which can be share with everybody.your one OK to start as a community work on awesomium integration.
thanks
#344
03/01/2013 (2:32 pm)
Guys, we're trying to customise our editor's UI, in particular the windows border array, and it's defaulting to Windows for the elements that aren't application specific. Now I recall the CE having a dark skin, and was hoping someone could point me in the direction I should be going, please. We have an artist working on all the icons, and they look great, but having the default windows border colour is a huge drawback. Any help/advice would be greatly appreciated.
#345
I´m a older user of garagegames world, however a long time without using torque. After this open source movement, I want to help.
I was looking everywhere about how the people can help, and I end with something like "fork on github, do something and push back", is that right?
I saw a committee board, but who is the "project manager"? How is planned the next steps? How is planned the bug fixes, new features, etc? There is a list (not a todolist on a wiki) with priorities, etc?
I saw here on this topic lot of discussion about next features, I don´t know if is to late to give my two cents, but...
- About the render discussion on Directx 11 or OpenGL... there is someone already working on them? I saw video on youtube with torque running on linux, is this official? I think that dx11 imp is a really great move (to use the best new features on render scene, etc), but for now we can have more benefits with opengl cause will increase the possibilities on the engine, no?
- I think that the big next move on the market is about service, not only features, torque already have lots of great features, but is far away in respect of "service" in comparison with big players like unity3d, udk, crytek, not because they already have a beautiful shader script, or tessellation, etc... but, because is very easy to 1-create, to 2-maintain and to 3-deploy a product. For instance, in the case of unity, you download one installer, open a editor, and dragin-drop something, and twiking some scripts, you already have a *game* running on every platform with just a click. Maybe the best question to make right now is: What we can do to have the best "tool" on the market (according with 3 steps above)?
- There is a lot of discussion on the forum about the use o torquescript, I think that still is a great script engine, however, maybe will be great to split this from engine, and move to a higher level so we can use othe type of engines on the market, like mono for instance. That was a great move from unity3d, so all the people already confortable with programming languages used by mono, like c#, having a less learning curve using the engine.
- The gui library is another big move, splitting from engine and making the change easy to use something like scaleform for instance, is a bit shot.
- I saw that the engine scructure, and is a bit the same from the very beggining, is not the moment to review this? to improve architecture, structure, cleanup, etc?
- and... Will not be great if the people involved, can be splited with a very discussed tasks, and tools (core engine, editor, compilers, etc)?
Thanks
04/06/2013 (1:30 pm)
Hello,I´m a older user of garagegames world, however a long time without using torque. After this open source movement, I want to help.
I was looking everywhere about how the people can help, and I end with something like "fork on github, do something and push back", is that right?
I saw a committee board, but who is the "project manager"? How is planned the next steps? How is planned the bug fixes, new features, etc? There is a list (not a todolist on a wiki) with priorities, etc?
I saw here on this topic lot of discussion about next features, I don´t know if is to late to give my two cents, but...
- About the render discussion on Directx 11 or OpenGL... there is someone already working on them? I saw video on youtube with torque running on linux, is this official? I think that dx11 imp is a really great move (to use the best new features on render scene, etc), but for now we can have more benefits with opengl cause will increase the possibilities on the engine, no?
- I think that the big next move on the market is about service, not only features, torque already have lots of great features, but is far away in respect of "service" in comparison with big players like unity3d, udk, crytek, not because they already have a beautiful shader script, or tessellation, etc... but, because is very easy to 1-create, to 2-maintain and to 3-deploy a product. For instance, in the case of unity, you download one installer, open a editor, and dragin-drop something, and twiking some scripts, you already have a *game* running on every platform with just a click. Maybe the best question to make right now is: What we can do to have the best "tool" on the market (according with 3 steps above)?
- There is a lot of discussion on the forum about the use o torquescript, I think that still is a great script engine, however, maybe will be great to split this from engine, and move to a higher level so we can use othe type of engines on the market, like mono for instance. That was a great move from unity3d, so all the people already confortable with programming languages used by mono, like c#, having a less learning curve using the engine.
- The gui library is another big move, splitting from engine and making the change easy to use something like scaleform for instance, is a bit shot.
- I saw that the engine scructure, and is a bit the same from the very beggining, is not the moment to review this? to improve architecture, structure, cleanup, etc?
- and... Will not be great if the people involved, can be splited with a very discussed tasks, and tools (core engine, editor, compilers, etc)?
Thanks
#346
04/06/2013 (2:21 pm)
@Eric Jung: the discussions within this thread deal only with the CE and does not pertain to anything having to do with the MIT version of T3D on Github. Both are based on disparate licenses and the CE for all practical purposes is dead.Quote:Correct, any contributions from the community will need to go through the Github procedure of forking, cloning, branching (based on the development branch), and then submission of a Pull Request which gets reviewed by the committee. David Wyand is effectively the head of the Steering Committee, and is a GarageGames employee. Ron Kapuan and I were selected from the community. Our goals and progress are presented as blogs, and discussion notes from our weekly meetings are presented in the forums. Feedback from the community is what drives our discussions and goals. Ron and I both also post information regarding our specific tasks. Everyone in the community is welcome to help out with any of the Issues or tasks presented on Github, or through direct communication can volunteer for specific goals or additions to the roadmap. Every aspect of Torque and it's continual development is open to discussion. The only limiting factor is the time involved in contributing -- the community as a whole is effectively responsible with where the future takes us.
I was looking everywhere about how the people can help, and I end with something like "fork on github, do something and push back", is that right?
I saw a committee board, but who is the "project manager"? How is planned the next steps? How is planned the bug fixes, new features, etc? There is a list (not a todolist on a wiki) with priorities, etc?
#347
Thanks for your fast reply.
I thougth that the MIT version was the CE version, thanks to clirify that.
I know that today lots of projects use github as the main platform for the development colaboration, however, what I miss here is the "documment" part, the planning, the direction. I´m a bit new here, and don´t want to propose radical changes or whatever.
I imagine now that between you guys, there is lots os discussion on what is important and the issues to make now. But is somelike strange to me, to see and measure the evolution of the engine only with a blog post (just my point of view now, with less information about the process).
There is some discussions about that? About make a real project management? I know that with people working on free time is a pain to plan, but...
Thanks
04/06/2013 (3:22 pm)
Hi Michael,Thanks for your fast reply.
I thougth that the MIT version was the CE version, thanks to clirify that.
I know that today lots of projects use github as the main platform for the development colaboration, however, what I miss here is the "documment" part, the planning, the direction. I´m a bit new here, and don´t want to propose radical changes or whatever.
I imagine now that between you guys, there is lots os discussion on what is important and the issues to make now. But is somelike strange to me, to see and measure the evolution of the engine only with a blog post (just my point of view now, with less information about the process).
There is some discussions about that? About make a real project management? I know that with people working on free time is a pain to plan, but...
Thanks
#348
04/06/2013 (4:53 pm)
I'm not exactly sure what you're looking for that Michael hasn't already provided you links to. With that said, let's not pollute this thread anymore than it has been already and continue the discussion in a new thread if necessary.
Torque Owner Joti Carroll
QUT Cube Lab
I think the new integration pack is probably better written or at least more complete and tested, although I haven't looked at it yet.
www.garagegames.com/community/blogs/view/22082
My version has all the same features but was rushed and may not be implemented in the ideal way. The reef code demonstrates an integration with a touch system and object interaction system allowing you to map pages onto skinned meshes and still interact with the page. I think thats the only thing missing from the packs demonstration, although that is separate anyway. My code was originally designed to sync it's self down to the scroll state but that's the area it still needs the most work. I suspect their approach to managing and scaling the performance of the pages is much better.
Ideally you would get the pack and take or learn from the added elements you need from the Reef code to get a robust fully featured solution. I think a powerful 2D texture rendering engine like Awesomium with the javascript bridge is going to be a lot of fun. I keep thinking of all the cool things I can do with this thing when I get some time.