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.
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).
#122
TGE 1.4 merge!!
Marble Blast Ultra merge!!"
Hmmm, Can someone explain what this meen ??, please.
05/06/2006 (6:15 pm)
"It's all checked in, here's what you get:TGE 1.4 merge!!
Marble Blast Ultra merge!!"
Hmmm, Can someone explain what this meen ??, please.
#123
05/06/2006 (7:11 pm)
@Alienforce: All of the countless man hours GG poured into cleaning up the codebase, adding unicode, etc. for TGE1.4 as well as certain modifications made to the GG internal TSE for Marble Blast Ultra were merged into the TSE code base, which is now at MS3. Make sense?
Torque Owner Chris Byars
Ion Productions