C# for Torque
by Anthony Rosenbaum · in Torque 3D Professional · 10/13/2014 (12:53 pm) · 4 replies
Have you all seen this?
omniengine.net/News/post/the-omni-engine-v1-released
Pretty cool
omniengine.net/News/post/the-omni-engine-v1-released
Quote:Has it really been four years since I started down the path of building a C# interface for T3D? I do not think I can even recall how many different approaches I have taken over the years. Oh woe's is me, all those epic fails along the way. But, I have proved that if you stick with something that seems impossible, you will prevail.
Folks, I would like to present you with the new Omni Game Engine. Yes of course it is based off of T3D, build 3.5.1 to be exact. (Yes I plan to merge in 3.61 soon). I am sure you are wondering why I feel this is a major accomplishment, well let me explain.
Pretty cool
About the author
#2
2) C# is so much easier for a noob than c++, no more cumbersome pointer syntax!
3) Bug fixes:
4) More Libraries!
10/13/2014 (2:32 pm)
1) Managed code is good.The LiveScripts, C# are sent to a garbage collector.2) C# is so much easier for a noob than c++, no more cumbersome pointer syntax!
3) Bug fixes:
Quote:
We also fixed some long standing issues in T3D related to game hitches when a camera moves around for the first time in a mission. We also revisited the math inside of T3D to make it more precise and consistent.
4) More Libraries!
#3
10/13/2014 (3:30 pm)
Yup, Winterleaf have been posting here about OMNI for a while now. Also for the record those bug fixes don't relate to C# at all. Also, a fairer comparison is C# to TS, not to C++, since OMNI is still C++ on the inside.
#4
does this answer your X and Y?
omniengine.net/Features
If not Ron, let me know. ill make sure you find a fuzzy spot and put it however ya need. im sure others are missing it also if you are and maybe you can help me fix it :)
10/13/2014 (7:53 pm)
@Ron:does this answer your X and Y?
omniengine.net/Features
If not Ron, let me know. ill make sure you find a fuzzy spot and put it however ya need. im sure others are missing it also if you are and maybe you can help me fix it :)
Associate Ron Kapaun
3tdstudios.com
Agreed, it is really cool but, hey we still have the same issue we have always had with T3D. So what? Where are the docs that explain 'WHY' and 'HOW' this is a good thing?
I know the guys at WLE. I TOTALLY understand why what they accomplished is AMAZING and powerful but, hey Treat me like I am from freaking Missouri! SHOW ME what the hell this all means? You can look at my second post in the announcement of T3D 1.3.6 ....point 7 point 9 point 6 point whatever... I have the same issue.
Thankfully, I know enough about programming to get it but, I still look at things from a 'non-coder' POV and in the end, what does this mean? How is this an improvement? What can I do now that could not in past? Seriously, let us (lay it out in simple terms)... this changes X and this changes Y....
Ron