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
#42
04/20/2014 (4:55 pm)
Could you also update this? There have been a lot of updates to the OpenGL and Direct3D code.
#43
04/20/2014 (5:08 pm)
Will do. I was busy with exams for a bit. I've been catching up on everything and haven't got around to this branch yet.
#44
04/20/2014 (7:37 pm)
Thanks! Good luck on those exams!
#45
It looks like Luis can compile his OpenGL build in 64-bit. Anis has also made some progress. How do you combine those? I would like get all these updates into one package.
1.Torque3D v3.5.1
2.Up to date with Luis' OpenGL branch (as of 18/03/2014)
3.Anis' D3D9 Refactoring
4.Replaced DirectX SDK with Windows 8 SDK
5.Project Generator adapted to Windows 8 SDK
6.Anis' DirectX 11 code (not currently working)
7.Signmotion's VS 2013 fixes. (you have to upgrade a 2010 project)
8.PhysX 3.3 Support
9.Timmy's Project Manager for easy PhysX 3.3 integration.
Is there anyway I could get a combination of these new features?
05/09/2014 (12:21 pm)
Andrew,It looks like Luis can compile his OpenGL build in 64-bit. Anis has also made some progress. How do you combine those? I would like get all these updates into one package.
1.Torque3D v3.5.1
2.Up to date with Luis' OpenGL branch (as of 18/03/2014)
3.Anis' D3D9 Refactoring
4.Replaced DirectX SDK with Windows 8 SDK
5.Project Generator adapted to Windows 8 SDK
6.Anis' DirectX 11 code (not currently working)
7.Signmotion's VS 2013 fixes. (you have to upgrade a 2010 project)
8.PhysX 3.3 Support
9.Timmy's Project Manager for easy PhysX 3.3 integration.
Is there anyway I could get a combination of these new features?
#46
Start with luis' open gl branch. I believe he upgraded this to 3.5.1 as well, so that's number 1 and 2 done.
3 and 4 go hand in hand and the instructions are in the refactor thread.
Number 5 is already done in this branch so copy it from the commit.
Number 6 can be excluded since it doesn't work at the moment.
7 is only ~13 changed files, so that should be easy.
If you do that then I'll do 8 and 9 for you, though at this point those should be pretty easy with what you've already done.
Alternatively you can continue to wait until I get some time to do it, though something tells me you'd probably rather I continue working on assimp :P
05/09/2014 (12:38 pm)
I'm super busy, I'm already off track trying to get assimp to work. This is a great opportunity for you to contribute raa :D it's really not hard combining these it just takes a little work.Start with luis' open gl branch. I believe he upgraded this to 3.5.1 as well, so that's number 1 and 2 done.
3 and 4 go hand in hand and the instructions are in the refactor thread.
Number 5 is already done in this branch so copy it from the commit.
Number 6 can be excluded since it doesn't work at the moment.
7 is only ~13 changed files, so that should be easy.
If you do that then I'll do 8 and 9 for you, though at this point those should be pretty easy with what you've already done.
Alternatively you can continue to wait until I get some time to do it, though something tells me you'd probably rather I continue working on assimp :P
#47
Yeah, I think Assimp would be more important, so... yeah... It would be better for you to work on assimp. I actually will be merging everything into my GMK port once I'm done, as well as Verge and the rest of the changes. Thanks for the help!
05/09/2014 (4:24 pm)
I will try this out. Problem is, I'm working on porting GMK at the moment for the community. I do my best to help the community, I'm sorry if it feels like I'm not as experienced as you guys.Yeah, I think Assimp would be more important, so... yeah... It would be better for you to work on assimp. I actually will be merging everything into my GMK port once I'm done, as well as Verge and the rest of the changes. Thanks for the help!
#48
I don't know if you've had time to do any further testing but I noticed the build crashing when trying to load various models..I haven't figured what causes the crash..Nothing gets logged on the console.
You can reproduce the crash using the any of the Cars models from the chinatown demo. I also noticed it with some of the weapons with the TAIK but I'll just focus on the chinatown for now..If you get a chance please see if you can recreate the crash. On first guess I thinking it's due to something undone with the DX 9/DX 11 port..
06/08/2014 (2:47 pm)
Hey Andrew,I don't know if you've had time to do any further testing but I noticed the build crashing when trying to load various models..I haven't figured what causes the crash..Nothing gets logged on the console.
You can reproduce the crash using the any of the Cars models from the chinatown demo. I also noticed it with some of the weapons with the TAIK but I'll just focus on the chinatown for now..If you get a chance please see if you can recreate the crash. On first guess I thinking it's due to something undone with the DX 9/DX 11 port..
raa brubb
Error C2259: 'BtBody': cannot instantiate abstract class btplugin.cpp
Error C2259: 'BtPlugin': cannot instantiate abstract class btplugin.cpp