Committee Meeting: 04/02/2013
by Charlie Patterson · in Torque 2D Professional · 04/02/2013 (10:58 am) · 0 replies
Old Business
Mich
Simon
Charlie
General Discussion
Mich is preparing a blog discussion of Qt-based editors. This is work he will do on official GG time. At the time, the editor will not embed Torque.
As for engine-based editors, like TGB had, it was mentioned that porting/cleaning/rewriting old editors from TGB was a possibility. However, a wholesale dump of the old editors, or copy and paste of the editors was not legally feasible.
Simon investigated shaders and feels that they would not be too hard to add to the core engine. Mich replied that the details may be the bigger problem, such as adding displacement maps to image assets, etc. It was generally felt that it would be great to have them, if such a project got started.
Charlie looked into improving the TorqueScript docs that come with T2D MIT. They could be more like the TDN docs for TGB classes. Specifically, they could be filled in with more details and notes. Mich pointed out that lots of work has been done in that area for T3D and can be studied.
Overall, documentation is still the primary goal of the time-constrained committee.
Action Items
Mich
Simon
Charlie
Mich
- Created video tutorials of creating and using each assets type in T2D
- Experimented with Leap Motion code copied from T3D.
Simon
- Created a Joints tutorial. Ran that system through its paces.
- Investigated shaders
Charlie
- Experimented with improving the auto-generated TorqueScript docs
General Discussion
Mich is preparing a blog discussion of Qt-based editors. This is work he will do on official GG time. At the time, the editor will not embed Torque.
As for engine-based editors, like TGB had, it was mentioned that porting/cleaning/rewriting old editors from TGB was a possibility. However, a wholesale dump of the old editors, or copy and paste of the editors was not legally feasible.
Simon investigated shaders and feels that they would not be too hard to add to the core engine. Mich replied that the details may be the bigger problem, such as adding displacement maps to image assets, etc. It was generally felt that it would be great to have them, if such a project got started.
Charlie looked into improving the TorqueScript docs that come with T2D MIT. They could be more like the TDN docs for TGB classes. Specifically, they could be filled in with more details and notes. Mich pointed out that lots of work has been done in that area for T3D and can be studied.
Overall, documentation is still the primary goal of the time-constrained committee.
Action Items
Mich
- Allocate more time to coding
- Begin a blog discussion on architectures of a Qt editor.
- Begin a repo for the editor
- Write-up an intro to the T3D doc system for use in studying it.
Simon
- Finish joints tutorial
- Work pull requests queue
- Opportunistic documentation
Charlie
- update doxygen TorqueScript system
- improve look of docs (currently a bit eye-straining)
- Work pull request queue
- Obtain smartGit to make pull requests testing easier