Game Development Community

Between march 2014 and now what new improvments have been added to the garage?

by Madmax · in Torque 3D Professional · 10/26/2015 (8:28 pm) · 4 replies

Does(or will)torque now support:
(Due to the community contribution improvements.)
1 Occulus rift
2 Opengl 3 or higher
3 Sleeker user interface (not saying the last was bad, just wasn't committed to directx at the time.)
4 Cross platform support, (or natively port towards specific devices)
5 Webgl(es)support
6 Xml enhancements
7 64bit precision
8 ect

So hows the garage, would love to know how the community's doing, just read another thread? 3.8 t3d? hmm; seems interesting, osx support, direct x 11, and maybe oculus. i see hard times ahead tho but i love betting on underdogs.

About the author


#1
10/26/2015 (9:33 pm)
Go find out: http://wiki.torque3d.org/
#2
10/27/2015 (12:40 pm)
Wow you guys have done amazing job in some departments, yet not sure why you decided sdl2 over glfw.
#3
10/28/2015 (3:15 pm)
github.com/GarageGames/Torque3D/search?utf8=%E2%9C%93&q=TORQUE_SDL So long term, folks can start cutting platform specific bits out in favor of a more shared (not to mention standardized) codebase regardless of renderer.
#4
06/15/2016 (11:43 pm)
Will you guys support vulcan api, i here really good things about it supporting all drivers, open gl, dx, and a completely new engine superceding open gl?

No offence to those intergrating opengl in torque.

I just like torques ui and design tool, but the engine needs its ui embedded into vulcan.