Next-Gen Branch
by Andrew Mac · in Torque 3D Professional · 03/16/2014 (5:53 pm) · 48 replies
I needed a single copy of Torque with some of the great community efforts that are currently under development so I started combining them earlier today. My end goal is to migrate my game over to this edition in the next few months. I've created a new branch on my github called "nextgen". I'll be actively maintaining this and adding new features so I figured I'd let everyone know in case you want to test any of it.
Github Link:
github.com/andr3wmac/Torque3D/tree/nextgen
Required Windows 8.1 SDK (works on Windows 7 as well):
msdn.microsoft.com/en-us/windows/desktop/bg162891.aspx
Current Features:
Github Link:
github.com/andr3wmac/Torque3D/tree/nextgen
Required Windows 8.1 SDK (works on Windows 7 as well):
msdn.microsoft.com/en-us/windows/desktop/bg162891.aspx
Current Features:
- Torque3D v3.5.1
- Up to date with Luis' OpenGL branch (as of 18/03/2014)
- Anis' D3D9 Refactoring
- Replaced DirectX SDK with Windows 8 SDK
- Project Generator adapted to Windows 8 SDK
- Anis' DirectX 11 code (not currently working)
- Signmotion's VS 2013 fixes. (you have to upgrade a 2010 project)
- PhysX 3.3 Support
- Timmy's Project Manager for easy PhysX 3.3 integration.
About the author
#2
The PhysX samples all work but the project files need to be rebuilt because they point to DXSDK instead of Windows 8 SDK.
I haven't tested any of this in Linux yet so that's the next move. I don't expect any issues related to D3D9 since it's all excluded on Linux but I haven't tried PhysX 3.3 yet, so we'll see how that goes.
03/18/2014 (10:58 am)
Repo updated. Now includes PhysX 3.3 and Timmy's latest project manager. So, using the project manager you can now create a project with physx 3.3 support that works in both D3D9 (with Anis' refactoring) and OpenGL and it compiles and works fine. It was great to see my cloth working in OpenGL without any issues :DThe PhysX samples all work but the project files need to be rebuilt because they point to DXSDK instead of Windows 8 SDK.
I haven't tested any of this in Linux yet so that's the next move. I don't expect any issues related to D3D9 since it's all excluded on Linux but I haven't tried PhysX 3.3 yet, so we'll see how that goes.
#3
03/19/2014 (1:32 am)
Oh i totally forgot about the project manager, I will submit a pull request to the official project manager repo as the fix was actually very minor.
#4
03/19/2014 (1:44 am)
Also im going to remove cuda support from physx3 branch on my repo tonight too.
#5
I'll also report any bugs and etc, though just head's up the xaudio thing may be an issue but I'll report back officially..
Edit: It may not be the best solution but please add the occlusion culling, a little more work and that can be a sweet little feature..
03/19/2014 (5:51 am)
Thanks Andrew you are a life saver! This was the very thing I was trying to do...I'll also report any bugs and etc, though just head's up the xaudio thing may be an issue but I'll report back officially..
Edit: It may not be the best solution but please add the occlusion culling, a little more work and that can be a sweet little feature..
#6
How do you setup the Physx/bullet/etc to compile in a project?
03/19/2014 (7:56 am)
OK a bit of a beginner question but since the removal of the physic templates I haven't really been using it but plan to have it as part of my project so I might as well re-learn how to now..How do you setup the Physx/bullet/etc to compile in a project?
#7
The next-gen branch has timmy's latest project manager in it, which allows you to easily setup a physx 3.3 project. You just create a new project and in modules select PhysX 3.3. You will need to have the latest 3.3 SDK installed. The instructions for all that are here:
github.com/rextimmy/Torque3D/tree/physx3
Let me know if you have any issues. Oh, also, the physx 3.3 samples from:
github.com/andr3wmac/Torque3D-PhysX-Samples will work if you just copy the art and levels folders over to your newly generated project.
Good idea for occlusion cullling, I'll take a good look over my code later today and see if there's any improvements I can make before moving it in.
03/19/2014 (8:16 am)
@KoryThe next-gen branch has timmy's latest project manager in it, which allows you to easily setup a physx 3.3 project. You just create a new project and in modules select PhysX 3.3. You will need to have the latest 3.3 SDK installed. The instructions for all that are here:
github.com/rextimmy/Torque3D/tree/physx3
Let me know if you have any issues. Oh, also, the physx 3.3 samples from:
github.com/andr3wmac/Torque3D-PhysX-Samples will work if you just copy the art and levels folders over to your newly generated project.
Good idea for occlusion cullling, I'll take a good look over my code later today and see if there's any improvements I can make before moving it in.
#8
c:program files (x86)windows kits8.0includeumglglu.h(22): fatal error C1083: Cannot open include file: 'winapifamily.h': No such file or directory
Any idea?, thanks!
Can someone confirm it's compiling for them?
03/19/2014 (10:56 am)
Got an error while compiling:c:program files (x86)windows kits8.0includeumglglu.h(22): fatal error C1083: Cannot open include file: 'winapifamily.h': No such file or directory
Any idea?, thanks!
Can someone confirm it's compiling for them?
#9
Will note, I did need to alter a couple things:
(It was asserting on initial load prior to that. Could just be an irregularity this end, of course. Plenty of bits and bobs of experiments/game-specific alterations/hacks. From the browsing I did as I went along, odds are theres more to that that needs fill-out.)
Also not quite tracking how to shift this on over to a win7 compatible configuration without a redist to tie it to (attempted to slap on the d3dcompiler_47.dll that ships with the compiler. didn't end well.)
03/19/2014 (12:53 pm)
Bit the bullet, grabed vis studio 2013, pulled a merge for the source, and replace of the script + the two new shaders this end.Will note, I did need to alter a couple things:
ImplementEnumType( GFXAdapterType,
"Back-end graphics API used by the GFX subsystem.nn"
"@ingroup GFX" )
{ OpenGL, "OpenGL", "OpenGL." },
{ Direct3D9, "D3D9", "Direct3D 9." },
{ Direct3D11, "D3D11", "Direct3D 11." }, //<--------------------
{ Direct3D8, "D3D8", "Direct3D 8." },
{ NullDevice, "NullDevice", "Null device for dedicated servers." },
{ Direct3D9_360, "Xenon", "Direct3D 9 on Xbox 360." }
EndImplementEnumType;
const char* GFXInit::getAdapterNameFromType(GFXAdapterType type)
{
static const char* _names[] = { "OpenGL", "D3D9", "D3D11", "D3D8", "NullDevice", "Xenon" }; //<--------------------
if( type < 0 || type >= GFXAdapterType_Count )
{
Con::errorf( "GFXInit::getAdapterNameFromType - Invalid renderer type, defaulting to OpenGL" );
return _names[OpenGL];
}
return _names[type];
}(It was asserting on initial load prior to that. Could just be an irregularity this end, of course. Plenty of bits and bobs of experiments/game-specific alterations/hacks. From the browsing I did as I went along, odds are theres more to that that needs fill-out.)
Also not quite tracking how to shift this on over to a win7 compatible configuration without a redist to tie it to (attempted to slap on the d3dcompiler_47.dll that ships with the compiler. didn't end well.)
#10
I found out that the winapifamily.h is a part of the
Windows Kits/8.1/include/shared folder so a path to that needs to be added..For us windows 7 folks!!
03/19/2014 (1:22 pm)
OK figured it out, you have to also add a path to the to the window 8.1/ include/shared folder...I found out that the winapifamily.h is a part of the
Windows Kits/8.1/include/shared folder so a path to that needs to be added..For us windows 7 folks!!
#11
Oops, I missed those. Repo updated with the changes.
I'm running windows 7 as well with Visual Studio 2010. winapifamily.h is in my Windows Kits/8.0/include/shared folder for me. It makes me wonder if there's a difference between Windows 8 SDK and Windows 8.1 SDK. This is the one I downloaded:
msdn.microsoft.com/en-us/windows/desktop/hh852363.aspx
In the requirements it says Windows 8, Windows 7. With that one I never needed d3dcompiler_47.dll, I needed d3dcompiler_46.dll. I think perhaps I'm using an out of date SDK? I'm going to try to uninstall it and install windows 8.1 SDK instead.
03/19/2014 (1:47 pm)
@ AzaezelOops, I missed those. Repo updated with the changes.
I'm running windows 7 as well with Visual Studio 2010. winapifamily.h is in my Windows Kits/8.0/include/shared folder for me. It makes me wonder if there's a difference between Windows 8 SDK and Windows 8.1 SDK. This is the one I downloaded:
msdn.microsoft.com/en-us/windows/desktop/hh852363.aspx
In the requirements it says Windows 8, Windows 7. With that one I never needed d3dcompiler_47.dll, I needed d3dcompiler_46.dll. I think perhaps I'm using an out of date SDK? I'm going to try to uninstall it and install windows 8.1 SDK instead.
#13
Repo has been updated with fixes + d3dcompiler_47.dll instead of 46.
03/19/2014 (2:55 pm)
Alright, I just upgraded to Windows 8.1 SDK and uninstalled the old one. I updated the project generation files and disabled xaudio again due to the XAudio2_8.DLL error. You should now be able to generate a project and compile without any errors.Repo has been updated with fixes + d3dcompiler_47.dll instead of 46.
#14
Creating library ../../../game/Full_DEBUG.lib and object ../../../game/Full_DEBUG.exp
15>LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt
16>------ Build started: Project: Full, Configuration: Debug Win32 ------
16> main.cpp
16>LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt
I have no idea on this one, did anyone else get it or is it something I did wrong?
03/19/2014 (7:02 pm)
my latest error from the buildCreating library ../../../game/Full_DEBUG.lib and object ../../../game/Full_DEBUG.exp
15>LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt
16>------ Build started: Project: Full, Configuration: Debug Win32 ------
16> main.cpp
16>LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt
I have no idea on this one, did anyone else get it or is it something I did wrong?
#15
Anecdote: I think I also started getting that before when I installed 3 different versions of visual studio, have you recently been moving between a lot of different versions? I had 2010, 2012, and 2013 and then when I back to 2010 it wouldn't build anything.
03/19/2014 (8:47 pm)
Is it Visual Studio 2010? If so try installing VS 2010 Service Pack 1. I had that error first time I tried to build torque with VS 2010, and that corrected it. Anecdote: I think I also started getting that before when I installed 3 different versions of visual studio, have you recently been moving between a lot of different versions? I had 2010, 2012, and 2013 and then when I back to 2010 it wouldn't build anything.
#16
03/19/2014 (8:50 pm)
Yeah i had that exact problem too when i had 2010 & 2012 installed together, took me days to to get 2010 working again. I haven't used 2013 yet, has MS fixed up that absolutely hideous UI they introduced in 2012?
#17
I need 2013 for school. The only way to use it is with the dark theme:
i.imgur.com/lIJJbhP.png
03/19/2014 (8:58 pm)
The last time it happened to me I actually just went nuclear and reformatted my computer. I had other reasons too though, AMD's debugging tools had a lasting effect on my all IDEs. After I formatted I put 2013 on and then 2010. I figure 2013 is more equipped for 2010 to be installed than vice versa. I need 2013 for school. The only way to use it is with the dark theme:
i.imgur.com/lIJJbhP.png
#18
03/19/2014 (9:06 pm)
VS 2012 also has the blue theme from 2010 as well that you can switch to . Although, I agree the default UI is ugly.
#19
03/19/2014 (9:24 pm)
Lol hang on why i go vomit. You can change that stupid upercase caps to with a registry fix or something too. Sorry back on topic...
#20
I followed the steps on this site: http://www.mathworks.com/matlabcentral/answers/101105
Now it seems to be compiling but now I'm getting alot of error pertaining to visual studio 10.0...
This is what one of the many errors pertaining to the VS 10, are saying:
C:Program Files (x86)Microsoft Visual Studio 10.0VCincludeintrin.h(26): fatal error C1083: Cannot open include file: 'ammintrin.h': No such file or directory
I'll look online to see what it says but wondering if anyone here has seen this, and why I may be getting the error pertaining to it?
Thanks
EDIT: Funny thing is the debug builds fine!!! It only happens with the release build...
03/20/2014 (2:45 pm)
OK I had to uninstall visual c++, then add VS 2010 Service Pack 1..I found out that a bunch of error will happen.I followed the steps on this site: http://www.mathworks.com/matlabcentral/answers/101105
Now it seems to be compiling but now I'm getting alot of error pertaining to visual studio 10.0...
This is what one of the many errors pertaining to the VS 10, are saying:
C:Program Files (x86)Microsoft Visual Studio 10.0VCincludeintrin.h(26): fatal error C1083: Cannot open include file: 'ammintrin.h': No such file or directory
I'll look online to see what it says but wondering if anyone here has seen this, and why I may be getting the error pertaining to it?
Thanks
EDIT: Funny thing is the debug builds fine!!! It only happens with the release build...
Torque 3D Owner JeffH
Hopefully once I get more work and bug tests on the TS improvements they can be added =)