Torque X - 2D Features status and poll
by Giuseppe De Francesco · in Torque X 2D · 08/11/2010 (5:02 pm) · 73 replies
Hey guys,
I’m setting a work plan for a few improvements to the engine. At the moment the major improvements available on my SVN repository are:
- Asynchronous Loader (by Duncan Colvin, thanks a lot!)
- Advanced Content Loader (by Duncan Colvin, thanks a lot!)
- Extended Particles Rendering
- Particles collisions
- Full mouse control (Windows only)
- Storage Manager
- Tiled to Torque X (by William McDonald, thanks a lot!)
- Advanced Lighting with depth, layering and spotlight. (by Alex Richards, thanks a lot!)
- Farseer Physics Engine integration (by Ron Barbosa, thanks a lot!)
Coming next: LIVE Network Manager (with integrated High Scores sharing)
So I’m wondering what else you people feel that is missing to make Torque X just a perfect fit for developing XBLIG and Windows 2D games flawlessly. I do have a few ideas but I really want to hear from you.
~Pino
I’m setting a work plan for a few improvements to the engine. At the moment the major improvements available on my SVN repository are:
- Asynchronous Loader (by Duncan Colvin, thanks a lot!)
- Advanced Content Loader (by Duncan Colvin, thanks a lot!)
- Extended Particles Rendering
- Particles collisions
- Full mouse control (Windows only)
- Storage Manager
- Tiled to Torque X (by William McDonald, thanks a lot!)
- Advanced Lighting with depth, layering and spotlight. (by Alex Richards, thanks a lot!)
- Farseer Physics Engine integration (by Ron Barbosa, thanks a lot!)
Coming next: LIVE Network Manager (with integrated High Scores sharing)
So I’m wondering what else you people feel that is missing to make Torque X just a perfect fit for developing XBLIG and Windows 2D games flawlessly. I do have a few ideas but I really want to hear from you.
~Pino
About the author
In the software eng. field since 1981, in charge of R&D during last 10 years. IEEE Senior Member (and volunteer).
#62
Looks like that didn't get updated when the code was ported across to 3.15
10/06/2010 (12:31 pm)
Yes, that is correct John. The code should read:if (_sceneGraph == null)
_sceneGraph = TorqueObjectDatabase.Instance.CurrentSceneGraph as T2DSceneGraph;Looks like that didn't get updated when the code was ported across to 3.15
#63
10/08/2010 (12:54 am)
Okay, so, I'm running an old revision of the CEV right now because I didn't want to mess with any of the Farseer stuff. How optional is the Farseer integration? Basically, will the new physics engine be disabled by default? Does the simulation run all the time, or do I have to manually turn it on? I ask because I would prefer to not have it running at all and I don't know what it would take to turn it completely on/off.
#64
10/08/2010 (6:42 am)
Farseer is component based, so if you don't add to your scene the Farseer Manager and you don't add the Farseer components to the objects it'll be just like Farseer isn't there.
#65
Thanks Again :)
12/01/2010 (2:22 pm)
Im having trouble with this line of code. Do I have to add a reference? SavedHighScores scores = StorageManager.Instance.ReadData(typeof(SavedHighScores), "Scores.Savfile") as SavedHighScores;
Thanks Again :)
#66
pretty much the same thing
plus the namespace
I basically use a static variable to store the whole class.. and just grab the type from the static variable itself..
12/01/2010 (6:25 pm)
heres my line StorageManager.Instance.SetStorageName("Downlode");
DownlodeGlobals.Stats = new StoredStats();
DownlodeGlobals.Stats = StorageManager.Instance.ReadData(DownlodeGlobals.Stats.GetType(), "Stats.xml") as StoredStats;pretty much the same thing
plus the namespace
using GarageGames.Torque.Storage;
I basically use a static variable to store the whole class.. and just grab the type from the static variable itself..
#67
12/07/2010 (2:16 pm)
Oh. I forgot to mention here that for some reason, just having Farseer compiled into my Torque X was breaking the default Torque X physics. I had to go through and manually remove Farseer from the Torque X CEV in order for the default physics to work properly again. Does anybody know why this would happen? I'm using the PSK so I don't use Farseer for anything. When giving a scene object a velocity, it won't move smoothly across the screen. It stutters and doesn't move at a uniform rate. Completely removing the Farseer sources fixed the problem.
#68
I stumbled across this thread and the updates you guys are working on. It made my day. I've been coding with Torque X for 4 months and would like to get access to the CEV. Hopefully I can also contribute down the road. Sent you an email as well.
Thanks!
12/07/2010 (2:42 pm)
Heya Pino,I stumbled across this thread and the updates you guys are working on. It made my day. I've been coding with Torque X for 4 months and would like to get access to the CEV. Hopefully I can also contribute down the road. Sent you an email as well.
Thanks!
#69
my user name for the xp-dev site is dp99
thanks!!
12/08/2010 (7:28 pm)
Hey Pino please add me aswellmy user name for the xp-dev site is dp99
thanks!!
#70
sorry for been late... lot of things added up in the last few days ;)
12/10/2010 (9:10 pm)
Hey Dan, sorry for been late... lot of things added up in the last few days ;)
#71
12/10/2010 (9:14 pm)
@John: nope, all tests we made have been positive, no problems whatsoever. It could help a repro project ;)
#73
12/11/2010 (9:59 pm)
Pino, can I get access as well? Thank you.
Torque Owner John Norman
Suckerfree Games
I had to change:
if (_sceneGraph == null) _sceneGraph = TorqueObjectDatabase.Instance.FindObject<T2DSceneGraph>();To:
if (_sceneGraph == null) { _sceneGraph = TorqueObjectDatabase.Instance.CurrentSceneGraph as T2DSceneGraph; if (_sceneGraph == null) _sceneGraph = TorqueObjectDatabase.Instance.FindObject<T2DSceneGraph>(); }See, to reiterate my system, I load loading.txscene, which displays a loading animation. I then start to asynchronously load my level. The issue is that when my new scene loads, there are now two T2DSceneGraphs in existence. The one from loading.txscene and the one from my new level. Well, FindObject<T2DSceneGraph>() will sometimes return the scene graph from loading.txscene, which causes errors when my program runs, as I then immediately unload loading.txscene.
Does anybody know if defaulting to the current scene graph will cause any errors? It won't for me, but I don't know if anybody else would be affected if I was to commit this change. To me it seems like defaulting to the current scene graph would be the correct behavior.