Game Development Community

Sahara for Torque 3D MIT 3.5.1...

by Quinton Delpeche · in Torque 3D Professional · 07/11/2014 (5:24 am) · 43 replies

I am pleased to announce that Konrad Kiss has decided to allow me to release this to the Torque 3D MIT community via a pull request. He has stated that any licensing questions should be directed at him via @KonradKiss.

I am busy doing the final integration testing now and I have a last few steps to check before I am ready to do the pull request. But before I get ahead of myself, let me just give you all some further information.

Quote:Sahara is a tech extension to the Torque 3D 1.1 game engine ( 1.1 Beta 2 and later versions) by GarageGames which lets you create more realistic game environments by generating naturally accumulated dirt, snow, dust or any other material over your game shapes. It is a successor to our Cliff Construction Kit.

The motto of Sahara is: use one model in many environments. Sahara can be set up on a per material basis. Once installed, use the Torque 3D Material Editor to edit the properties of your shape.

You can get more information from the BitGap Games website: www.bitgap.com/products/12/sahara.html

So where are we right now? Well I have all the engine changes merged in and I have a test build running, I am currently doing my last tests to make sure that it is stable ... luckily Konrad's code is top notch and there haven't been any gotchas.

What can you do? Well my Git knowledge is a little fuzzy ... almost non-existent ... so I need some help on doing the Pull request for this code. So if anyone can assist me here, I will get the Pull request done and then do a new blog with some updates.

There are also two extra source files that need to be added "accuFeature.cpp" and "accuFeature.h", currently these reside in a folder called "sahara" in the root of the "Engine/source/" folder. Where ideally should these files be placed and/or renamed to better fit in with the current coding standards.

So if anyone can help me getting this Pull request done ... and feel free to send Konrad some thank yous ... this is very generous of him.

Edit:
I have created a GitHub repository for this and I am waiting for the Steering Committee to approve the Pull Request. The repository can be found here.

I have also created a resource for the time being, read it here.

About the author

Gobbo Games is an Independent Games Development company operating from Durban in South Africa. We believe in creating high-quality cost-effective games that remain true to the belief of Independent Game Developers around the world.

Page«First 1 2 3 Next»
#41
07/17/2014 (9:39 am)
I switched to a new branch and deleted the old one. The new URL is:
github.com/andr3wmac/Torque3D/tree/accuVolumes

For the last branch I moved the changes into 3.5 master without realizing Quinton's branch was based on 3.5.1 dev. It created a few weird bugs. The new branch is based on 3.5.1 dev and seems to be working fine in my tests. I also fixed up one or two things to make it faster.

Unless bugs crop up or someone spots a way to make it faster/better, I'm calling this done. Here's a final video of it in action:

#42
07/17/2014 (12:17 pm)
Awesome. The code looks pretty clean, something I at least would be happy to have in the engine! We'll consider adding, for example, an updatVolume function later - I think updateObject is the more important one as far as dynamic objects go.
#43
08/28/2016 (6:37 pm)
Sahara was included in the engine since t3d v3.7
Page«First 1 2 3 Next»