Torque 3D Community Edition Discussion Thread
by Kory Imaginism · in Torque 3D Professional · 06/06/2012 (11:03 am) · 347 replies
This thread can be used to discuss everything Torque 3D Community Edition related.
#322
The port will be a snapshot of the Community Edition as it is now. Once Alfio finishes up the Mac port and related OpenGL changes I have additional work (a whole list of fixes) to be added to the CE. Once that progresses, further changes to the CE may or may not be carried over the MIT compatible version... in fact once the port on GitHub is brought up to date I'll be wanting to give ownership of that repository to someone who wants to maintain the MIT compatible CE.
10/15/2012 (7:12 am)
The CE port to the MIT license on GitHub is progressing. I keep meaning to blog about it, but just haven't had time. It's about a quarter of the way done. All cumulative Bullet and some PhysX changes for the CE have already been rolled into a version of T3D based upon GarageGame's master branch on GitHub. I'm simply working my way bottom-up on the SVN log merging all iterative changes by feature. Next up is the inclusion of the IPS...The port will be a snapshot of the Community Edition as it is now. Once Alfio finishes up the Mac port and related OpenGL changes I have additional work (a whole list of fixes) to be added to the CE. Once that progresses, further changes to the CE may or may not be carried over the MIT compatible version... in fact once the port on GitHub is brought up to date I'll be wanting to give ownership of that repository to someone who wants to maintain the MIT compatible CE.
#323
10/15/2012 (8:14 am)
Michael (and Alfio, and the rest of you), thanks for the hard work! I'm really looking forward to being able to develop with T3D 1.2 on OS X!
#324
10/16/2012 (12:35 pm)
Curious, is there an xCode project for the CEV? I see the plist in the buildFiles folder, wondering if there's a complete xcode project I could download...
#325
BUT - in the meanwhile, I received permission from GG folks to merge the mac beta port ... into the main GitHub code as well.
First I need to sort out the non-essential parts, correct the #define statements and verify it has a working xcode project.
Then, it can be merged into the main T3D branch -- so others can also assist with fixing the remaining issues with Advanced Lighting, etc.
But as-is, the mac port works, just with only Basic Lighting...
10/16/2012 (1:02 pm)
Gibby@ Not as of yet, but Alfio was working on merging in the mac port beta to CE.BUT - in the meanwhile, I received permission from GG folks to merge the mac beta port ... into the main GitHub code as well.
First I need to sort out the non-essential parts, correct the #define statements and verify it has a working xcode project.
Then, it can be merged into the main T3D branch -- so others can also assist with fixing the remaining issues with Advanced Lighting, etc.
But as-is, the mac port works, just with only Basic Lighting...
#326
10/16/2012 (1:51 pm)
Sorry post deleted
#327
@Jeff, if you need any help testing, I have a trio of Intel Macs in my studio...
10/16/2012 (1:53 pm)
You are all to be Sainted for getting OGL, and thus OSX/Linux, to work!!!@Jeff, if you need any help testing, I have a trio of Intel Macs in my studio...
#328
10/16/2012 (2:07 pm)
Gibby@ I could use help and I see you have T3D v1.2 license ... please contact me via email jeff_yaskus AT hotmail DOT com
#329
10/29/2012 (4:42 am)
I slowly wate through my first VC2010 compilation and get sound related errors. Hmm how to use OpenAL with the CE? Any yes many thanks for any work as my target would be, on the long run, a Linux game.
#330
10/29/2012 (11:59 am)
@michael: what sound related errors are you getting? It's possible that OpenAL was disabled for the MIT version... although I don't think it has been.
#331
10/29/2012 (12:01 pm)
Open AL shouldn't have caused any problems, but I know FMOD was refactored.
#332
10/29/2012 (12:21 pm)
I just checked, OpenAL is working fine for me. Verify that you have the OpenAL32.dll and wrap_oal.dll dll's installed on your system.
#333
10/29/2012 (12:35 pm)
Any update on the progress with the OpenGL/Mac stuff? I don't want to pester, but it is always encouraging to hear about what's going on :)
#334
10/29/2012 (12:38 pm)
Alfio will have to comment about the OpenGl/Mac progress. That's not something I have a hand in.
#335
I'm currently on OS X 10.7, and XCode 4.5.
11/28/2012 (11:07 pm)
I'm going to hopefully have a bit of free time at the end of December and beginning of January. Is there anything (looking at you Mac guys - Jeff and Alfio) that I can help with, as an enthusiastic and relatively experienced Mac developer who doesn't have access to the closed source version T3D 1.2, in order to help speed the process along?I'm currently on OS X 10.7, and XCode 4.5.
#336
jyaskus.com/contact.html
I'm trying to keep a tally of the progress on the mac port to mit here:
www.garagegames.com/community/forums/viewthread/131322/3#comments
No doubt any progress Alfio has made will be huge benefit as well- both to mac and linux ports.
11/28/2012 (11:49 pm)
@Thomas - Get a hold of me, can use your help testing the merged code:jyaskus.com/contact.html
I'm trying to keep a tally of the progress on the mac port to mit here:
www.garagegames.com/community/forums/viewthread/131322/3#comments
No doubt any progress Alfio has made will be huge benefit as well- both to mac and linux ports.
#337
11/29/2012 (7:59 pm)
Popped off an email via your website. Hope it arrived safely. If not - my email address is my nickname (in quotes between my name) @gmail.com.
#338
Interested in the code used to create the reef.
www.youtube.com/watch?v=lBv4S4ogXdE
QUT agreed to release all the code back to the community. I've spent a few days cleaning up and creating a trimmed down demo for the features. Check it out at:
joticarroll.github.com/Torque3D/
12/31/2012 (6:13 pm)
Hi All,Interested in the code used to create the reef.
www.youtube.com/watch?v=lBv4S4ogXdE
QUT agreed to release all the code back to the community. I've spent a few days cleaning up and creating a trimmed down demo for the features. Check it out at:
joticarroll.github.com/Torque3D/
#339
12/31/2012 (6:30 pm)
Woah! This is awesome. Thanks Joti! I think the fish schooling could be used for other wild life above the water too. Like birds or bugs.
#340
i am interested on "Awesomium integration."
i will look onto that part when i will have time.
for now just asking,how much u did the integration?
is it fully integrated or only the necessary part?
12/31/2012 (9:39 pm)
Thanks Joti.i am interested on "Awesomium integration."
i will look onto that part when i will have time.
for now just asking,how much u did the integration?
is it fully integrated or only the necessary part?
Cornelius H
I agree with keeping contributors to a smaller number, quality over quantity, but maybe not restricting who can download and use it. If that makes sense, and I'm not out of place making such a comment.
I'm just interested in getting a base version of CE without the purchasable plugins, main thing I'm interested in is the bullet integration, and the various improvements that CE brings to T3D.