Torque 2D GFX: Not dead yet...
by Paul Jan · 12/24/2013 (11:17 pm) · 1 comments
Much of the work I've done on t2dgfx has been under the surface - removing most of the torque stream classes in favor of stl streams, I'm still working out how to incorporate 3d shapes, and set up a common scene ancestor for both 2d scenes and 3d scenes.
For now I'm treating myself to something fun, something I've been wanting to do since I saw the SoftBodyToy:

Right now its in a goofy prototype stage - I need to set things up so that the mesh can generate the deformer nodes automatically.
Also builds fine under arm64. :)
For now I'm treating myself to something fun, something I've been wanting to do since I saw the SoftBodyToy:

Right now its in a goofy prototype stage - I need to set things up so that the mesh can generate the deformer nodes automatically.
Also builds fine under arm64. :)
About the author

Associate Simon Love
I find it very strange that this also the first thing I wanted to try and update when I first played with T2D all those...months ago.