Game Development Community

Committee Meeting Notes: 04/01/2013

by David Wyand · in Torque 3D Beginner · 04/08/2013 (9:48 am) · 17 replies

Old Business

  1. FPS Tutorial: Chapter 8 still needs to be modified to remove Toolbox references.
  2. Template Clean-up: Continued to move art assets out of core and into game directory. Buggy will be retired.
  3. Project Manager: On hold until Oculus Rift work is done.
New Business
  1. DIF Clean-up: Starting to remove all DIF/interior code. Will check in changes to development branch soon.
  2. Oculus Rift: Blog about progress here: www.garagegames.com/community/blogs/view/22225 Will be merging code into development branch in the next week or so. Demo level being built by Ron Kapaun will be included as part of the T3D Rift release.
- Dave

About the author

A long time Associate of the GarageGames' community and author of the Torque 3D Game Development Cookbook. Buy it today from Packt Publishing!


#1
04/08/2013 (10:01 am)
Cool stuff, Dave.
#2
04/08/2013 (10:16 am)
Ye Great news,
especially to hear that the rift stuff is coming along
#3
04/08/2013 (11:38 am)
R.I.P., Buggy and DIF
#4
04/08/2013 (12:34 pm)
<overly dramatic faux emotion>
Noooooooo! Not the buggy! You blew it all up! You damn fools blew it all up!
</overly dramatic faux emotion>

Is there a way to list the current release and development version in the meeting notes. I think that would help to know which versions are being talked about.
#5
04/08/2013 (1:02 pm)
Quote:Is there a way to list the current release and development version in the meeting notes. I think that would help to know which versions are being talked about.
Everything discussed and implemented since the last release is for the development branch. Only when the dev branch reaches the release plan goals and passes QA do the changes mentioned get passed to the master branch, which is a numbered version.
#6
04/08/2013 (1:16 pm)
How far along is the template refactor/cleanup work? What's the timeline on that part being completed?

I ask because I have a project I'd like to start as soon as the code/structure of the new templates is settled. If that's going to be weeks away then I'll go ahead and work off of the old templates and merge everything together later.
#7
04/08/2013 (1:47 pm)
Quote:
How far along is the template refactor/cleanup work? What's the timeline on that part being completed?
The cleanup is nearly complete -- all I have left is adding World/Gui editor buttons to main menus (today), and some minor console warning/error spam to be resolved (tomorrow). It should be noted that I/we have not been updating the related PhysX templates with these changes as we are hoping to remove those templates with the planned changes to the Project Manager.
#8
04/08/2013 (4:09 pm)
@Michael,
I am thinking that it would be nice to know a year from now which dev version was being discussed. That is what I was getting at.
#9
04/09/2013 (9:05 am)
Hmm, dev version... we're now on 09 April 2013 in the development branch -- are those the numbers you're looking for? The development branch is where all of the work-in-progress goes, there are no actual tracked versions of it, except maybe for knowing that the work was committed on a certain date. When the master branch is updated then we adjust it's version number: it is still at 2.0.
#10
04/10/2013 (11:42 am)
What is the status with the Project Manager? I am surprised that it has taken a back-seat.
#11
04/10/2013 (1:06 pm)
@Andy Dbest: it's not so much that it's taken a back-seat, it's a simple matter of time and personnel necessary to get the work done. There has been a standing invitation to the community since day one to step up and lend a hand to anything that the committee presents in the roadmap(s), additional features or improvements they might wish to contribute, as well as ongoing resolution of any issues on Github...
#12
04/10/2013 (3:18 pm)
Quote:committee presents in the roadmap(s)
I searched the GG site, the Github site, and even checked my closet. Where are these maps published?
#13
04/10/2013 (3:33 pm)
Quote:
I searched the GG site, the Github site, and even checked my closet. Where are these maps published?
Torque 3D 3.0 Roadmap, Development and You

You had even commented on it ;)
#14
04/10/2013 (3:41 pm)
@Michael,
Thanks! I think I was not searching on the blogs. Can links get added to the committee meeting notes thread? www.garagegames.com/community/forums/viewthread/132828 That might make it easier to find for people.
#15
04/10/2013 (3:46 pm)
@Demolishun: I'll bring that up for the next meeting... and I'll also suggest that we start keeping the roadmap(s) -- the next one is almost finalized -- posted on the T3D Github wiki.
#16
04/23/2013 (9:05 am)
I just checked in some version number related changes to the development branch.

There are two way of denoting version numbers: the engine version and the application version. The engine version is what we track and is defined in source/app/version.h This version info is accessed through:
  • getVersionNumber() returns a numerical string (3000 = major * 1000 + minor * 100 + revision * 10)
  • getVersionString() returns a human readable string (3.0)
  • getBuildString() returns Debug or Release
  • getCompileTimeString() returns the date and time of build
The application version is the user's version number for their unique application. It is defined in YourProjectName/source/torqueConfig.h. The application version info is accessed through two new console functions:
  • getAppVersionNumber() returns a numerical string (1000 = major * 1000 + minor * 100 + revision * 10)
  • getAppVersionString() returns a human readable string (1.0)
The default for the application version number is set to 1, and it is the developer's responsibility to keep up with.

The master branch will have the correct version number when it is updated. Chances are we will not keep the version number (minor and revision) updated for the development branch.
#17
04/24/2013 (3:05 am)
I imagine the first change in the development branch after pushing to master should be to bump the version. If we need to refer to specific points in the development branch, then we can talk about SHA1s of commits (most Git systems just use the first six digits to refer to things).