XXZ568 And Torque 3D
by Robert Fritzen · in Torque 3D Professional · 10/13/2011 (8:04 am) · 5 replies
So, good news. I now have a laptop capable of running T3D really really well.
And I've discovered that there are some really interesting compiling issues when trying to use my Authentication package xxz568 with Torque 3D.
So, good news for you guys looking for this route of authentication/security for your game projects, I'm going to go ahead and patch these compile issues and resource an updated version of this package for Torque 3D.
I'll post more info on this later!
And I've discovered that there are some really interesting compiling issues when trying to use my Authentication package xxz568 with Torque 3D.
So, good news for you guys looking for this route of authentication/security for your game projects, I'm going to go ahead and patch these compile issues and resource an updated version of this package for Torque 3D.
I'll post more info on this later!
About the author
Illinois Grad. Retired T3D Developer / Pack Dev.
#2
10/13/2011 (12:47 pm)
I highly recommend using DefineEngineMethod route instead of the classic TGE ConsoleFunction usage for Torque 3D.
#3
10/13/2011 (1:43 pm)
Alright, I'll go ahead and perform those switches.
#4
10/13/2011 (2:35 pm)
As I stated in your resource, it would be nice if you could explain your tables/rows as well. Would help people add it and make changes in the future.
#5
@Walker: Please read the resource post, I have responded but need additional info regarding the issue before I know what your problem is.
10/13/2011 (8:35 pm)
Won't be done with this until tomorrow@Walker: Please read the resource post, I have responded but need additional info regarding the issue before I know what your problem is.
Torque Owner Robert Fritzen
Phantom Games Development
* Crypto++ has a class named "Singleton", as does Torque3D. I'm going to modify the Crypto++ library changing their class to "CryptoPPSingleton" and moving from there
* As mentioned in the original xxz568 resource, some of the headers used in the TGEA version have changed to T3D, gResourceManager, ect.
* ConsoleFunction? DefineEngineMethod? What to use.... not sure, I'll test both.
As I have some classes today here at UIUC, I probably won't be done until later today, but when I am done, I will post an updated version.