Game Development Community

TSE Update - Milestone 3 release

by Brian Ramage · in Torque Game Engine Advanced · 04/06/2006 (5:53 pm) · 123 replies

It's all checked in, here's what you get:

TGE 1.4 merge!!
Marble Blast Ultra merge!!
Skinned meshes no longer re-calculate tangent space matrices constantly
Fixed misc tangent space generation problems on curved .dts shapes
D3D now running a Pure Device
LOD's now work for .dts objects
Optional D3D Lib check - makes sure user updates to latest D3D libs for shipping builds
Precipitation bounty in place
Materials have double sided rendering option
Fixed glow offset in editor
Interior debug rendering bounty in place
FXSunlight and FXFoliageReplicator bounties in place
Fixed WaterBlock creation in editor
Fixed misc world and Gui editor crashes / broken functionality
Fixed render target stack issues - made more efficient
Fixed misc D3D render state initialization issues
Added unicode support
Sun color affects procedural materials
... many bug fixes...


OK, so this is not everything that was posted in my blog, some features got pushed to MS4 because we have some extra development bandwidth coming. I think you guys will be happy when you hear what we are doing with the lighting there. The render batching did not make it into this build, but that is a high priority for MS4, so there is still a lot of performance work coming that will make TSE run much faster. I expect there to be more updates with MS4 as well, so hopefully you won't be waiting so long between updates.

There are a _LOT_ of changes in this update, so please download a CLEAN copy from CVS before you report any build problems, thanks.

About the author

I have over 16 years of professional game development experience at both AAA studios like Dynamix, to indie studios like GarageGames and my own Black Jacket Games. I worked for 5 years at GarageGames as the lead developer on TGEA (precursor to T3D).

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#1
04/06/2006 (5:56 pm)
Wow... looks like I'll be busy with this tomorrow then... thanks Brian!
#2
04/06/2006 (6:20 pm)
Good news ;) going to download a clean copy of TSE now ;)
but too bad i'm too busy with current project to play with TSE... ;-/

anyway, good progress GG, thanks!
#3
04/06/2006 (6:39 pm)
Wow, awesome! Guess it requires the latest DX SDK, I get an xinput.h error message upon compile. *downloads Feb 2006*

Quote:
LOD's now work for .dts objects

Wonder if that means the glow will work as it should now if a model has LOD...
#4
04/06/2006 (6:44 pm)
www.kuattech.net/SampleFlyerMS3_2.jpg
#5
04/06/2006 (7:27 pm)
Thanks ya'll.
#6
04/06/2006 (7:31 pm)
Hmm... just got a clean copy, tried to build it and got errors:
i:\cvs_checkout\tse_ms3\engine\platformWin32\winDirectInput.h(24): fatal error C1083: Cannot open include file: 'xinput.h': No such file or directory
Looks like it's somehow releated to MBU code? GG Search functions of 'xinput.h' gives only results to TGB (don't have it yet)...

the more I'm commenting that x-* stuff more errors I get..
anyone have same problems or it's just me?

p.s. I'm on Aug-2005 DX-SDK btw
#7
04/06/2006 (7:35 pm)
Great stuff... will merge ASAP.
#8
04/06/2006 (7:36 pm)
Xinput will be tied to XNA stuff with latest DX SDKs. You need to be up to date, as August is a bit old
#9
04/06/2006 (7:36 pm)
@bank - Update your SDK. February 2006 is the latest and includes the xinput stuff.
#10
04/06/2006 (7:39 pm)
Thanks a lot for a quick reply.. sdk update - is a good idea, i know... ;)
#11
04/06/2006 (7:42 pm)
I was using August and had that issue, updated to February 2006 and it compiled fine. Looks like the LOD-glow issues still exist.
#12
04/06/2006 (7:45 pm)
I am using DirectX version (February 2006) and I get lots of these errors.
c:\torque\tse milestone 3\tse\engine\platformwin32\winwindow.cpp(29) : error C2440: 'initializing' : cannot convert from 'const wchar_t [22]' to 'const UTF16 *'
Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
c:\torque\tse milestone 3\tse\engine\platformwin32\winwindow.cpp(30) : error C2440: 'initializing' : cannot convert from 'const wchar_t [16]' to 'UTF16 [256]'
There is no context in which this conversion is possible

Thanks
#13
04/06/2006 (7:46 pm)
Xinput will be tied to XNA stuff with latest DX SDKs. You need to be up to date, as August is a bit old
#14
04/06/2006 (8:04 pm)
Sweet! Anything new with Atlas?
#15
04/06/2006 (8:09 pm)
Thanks to my ISP (10mbps link) just got SDK downloaded (337MB! huh!) updated on PC and TSE compiled with no problems..
Looks nice so far ;) Thanks again for a such good product!
#16
04/06/2006 (9:39 pm)
What is the name of the new version for cvs?
#17
04/07/2006 (9:09 am)
One thing I just noticed...

On the GUI, when I click on the color picker button, nothing happens.
The console says:

" (0): Unable to find function getColorF"
#18
04/07/2006 (9:11 am)
Did the Atlas terrain editor make it in yet ;) ?
#19
04/07/2006 (9:13 am)
Hmm, i think its about time i updated to this from my MS1 + TGE 1.4 copy of TSE.

Wish me luck :)
#20
04/07/2006 (9:25 am)
Good work. In a way Im glad that you left batching outside for this build, dynamic lighting and suppor for different light source may very well require different batching strategies then what you may have used in
MBU.

>> I think you guys will be happy when you hear what we are doing

Then tell us and makes us happy. Maybe you can even get some advices back if you tell us what you have in mind.

Atlas improvments which where told they are coming, are they inside yet ?
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