Torque3d 1.2 or 1.1 vs 3.0
by Andy S. · in Torque 3D Professional · 10/11/2013 (4:23 pm) · 5 replies
Hi all,
I am not able to make the pathshape resource work with MIT 3.0. But it seems to work with Torque 3D 1.1. Also, the other resources I need work with 1.1. Do you think it's a good idea to just stick with 1.1? Or 1.2 if the resource works there? Is there a big performance benefit in 3.0 compared to 1.2?
Is Steve Acasters new game done with an MIT version or based on a commercial version of Torque 3D?
As I am doing a platformer, I really need these moving platforms, so somehow it seems to me the only way to go is going back to an older version of Torque.
What are your opinions?
I am not able to make the pathshape resource work with MIT 3.0. But it seems to work with Torque 3D 1.1. Also, the other resources I need work with 1.1. Do you think it's a good idea to just stick with 1.1? Or 1.2 if the resource works there? Is there a big performance benefit in 3.0 compared to 1.2?
Is Steve Acasters new game done with an MIT version or based on a commercial version of Torque 3D?
As I am doing a platformer, I really need these moving platforms, so somehow it seems to me the only way to go is going back to an older version of Torque.
What are your opinions?
#2
Basically, give it a starting vector and an ending vector, and use vector lerp between a time delta of 1 in an update loop. Give it some speed scalar and bam, you got hackish but working moving platforms. The collision part idk if it will work however. If you use a physics engine you could make the actors kinematics?
10/11/2013 (5:38 pm)
Could create your own moving platform class off of TSStatic and set transform it in processtick and interpolate it. Could also just script set transform it too between markers. Shouldn't be too hard to pull off. Basically, give it a starting vector and an ending vector, and use vector lerp between a time delta of 1 in an update loop. Give it some speed scalar and bam, you got hackish but working moving platforms. The collision part idk if it will work however. If you use a physics engine you could make the actors kinematics?
#3
, guide, tutorial, etc., would not work with the current version of T3D, just like before unless it dealt with Interiors or IFLs -- with competent knowledge/skill.
10/11/2013 (8:39 pm)
I can't think of any reason why any resource, guide, tutorial, etc., would not work with the current version of T3D, just like before unless it dealt with Interiors or IFLs -- with competent knowledge/skill.
#4
10/12/2013 (3:41 am)
it's the knowledge and skill I am lacking in programming I suppose.
#5
10/14/2013 (1:54 pm)
If it's the pathed interior resource that's oft been used for moving platforms in Torque, then it will not work since it relies on very old interior functionality that has been stripped from T3D. Even 1.1 and 1.2 had chunks of the interior codebase removed.
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