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Just another month gone by
Just another month gone by
| Name: | Alex Scarborough | ![]() |
|---|---|---|
| Date Posted: | Nov 10, 2006 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Alex Scarborough |
Blog post
And another month goes by. I've been using Torque for almost two years now, and I still feel like a noob.
In my last .plan I mentioned a fair number of resources I intended to release when 1.4.2/1.5 came out. I'll get to those, hopefully in the next couple of weeks. I've been too busy moving all of my other code up to 1.5 to work out those resources and such.
On a related note, I am extremely happy that I decided to encapsulate all of my shader code in its own files outside of Torque proper. That made the upgrade much smoother. It also made it easy to put shaders into TGB, not that I'm planning to do anything interesting with that.
It's doing... something. Don't ask me what. It requires a Radeon 9500 to do it though!
Also in my last .plan I discussed creating a Torque based shader IDE. It's come a fair way since then. It actually works now.
Oops, made a typo
It also works with Cg as well.
I said it works. I didn't say it looked pretty.
While I still don't intend to develop this into a serious IDE, I am reevaluating my previous idea of just stopping at being able to write some simple shaders. On one hand, there are plenty of nice shader IDE's out there that are amazingly good at what they do. On the other hand, there isn't a single shader IDE that is crossplatform or supports GLSL and Cg, or supports the OpenGL assembly shaders. Therefore, while I still don't want to create an application that does everything FX Composer or RenderMonkey does, I am considering putting in some more advanced features to help even the playing field a bit, so to speak.
Anyhow, enough serious talk, let's see some shiny pictures!
More here.
All said and told, it wasn't my most active month ever. In large part, that's been because of the 1.5 release, which forced me to go back and look at all of my old code. A pretty decent chunk of it is getting an overhaul to help streamline it, document it, and improve overall readability. In other words, it finally occurred to me to actually document that shader subsystem I wrote.
Oh, and the Cg runtime environment drives me insane. Just wanted to throw that out there. See you all next month!
In my last .plan I mentioned a fair number of resources I intended to release when 1.4.2/1.5 came out. I'll get to those, hopefully in the next couple of weeks. I've been too busy moving all of my other code up to 1.5 to work out those resources and such.
On a related note, I am extremely happy that I decided to encapsulate all of my shader code in its own files outside of Torque proper. That made the upgrade much smoother. It also made it easy to put shaders into TGB, not that I'm planning to do anything interesting with that.
It's doing... something. Don't ask me what. It requires a Radeon 9500 to do it though!Also in my last .plan I discussed creating a Torque based shader IDE. It's come a fair way since then. It actually works now.
Oops, made a typoIt also works with Cg as well.
I said it works. I didn't say it looked pretty.While I still don't intend to develop this into a serious IDE, I am reevaluating my previous idea of just stopping at being able to write some simple shaders. On one hand, there are plenty of nice shader IDE's out there that are amazingly good at what they do. On the other hand, there isn't a single shader IDE that is crossplatform or supports GLSL and Cg, or supports the OpenGL assembly shaders. Therefore, while I still don't want to create an application that does everything FX Composer or RenderMonkey does, I am considering putting in some more advanced features to help even the playing field a bit, so to speak.
Anyhow, enough serious talk, let's see some shiny pictures!
More here.
All said and told, it wasn't my most active month ever. In large part, that's been because of the 1.5 release, which forced me to go back and look at all of my old code. A pretty decent chunk of it is getting an overhaul to help streamline it, document it, and improve overall readability. In other words, it finally occurred to me to actually document that shader subsystem I wrote.
Oh, and the Cg runtime environment drives me insane. Just wanted to throw that out there. See you all next month!
Recent Blog Posts
| List: | 08/31/07 - Various musings 03/01/07 - Modernization Kit: Now on Windows! 01/31/07 - A couple of personal records 01/27/07 - Read a manual today! 01/04/07 - Old games and new tech 12/13/06 - Restructure, Refactor, Rewrite, Re... 11/10/06 - Just another month gone by 09/25/06 - Shiny pictures and upcoming resources |
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Submit your own resources!| Philip Mansfield (Nov 10, 2006 at 13:50 GMT) |
Excellent work :)
| Jon Jorajuria (Nov 10, 2006 at 14:40 GMT) Resource Rating: 5 |
| Timothy Aste (Nov 10, 2006 at 16:57 GMT) |
| Oliver Rendelmann - DerR (Nov 10, 2006 at 18:14 GMT) Resource Rating: 5 |
| Thomas Shaw (Nov 10, 2006 at 18:20 GMT) |
| Stephan (viKKing) Bondier (Nov 10, 2006 at 18:51 GMT) |
STef
[edit]I'm already married, too bad ;-)[/edit]
Edited on Nov 10, 2006 20:03 GMT
| Apparatus (Nov 11, 2006 at 02:08 GMT) |


The resource is splendid, although it took me some time to figure out in the console the right values and what values are available. You can check more updates on my blog;
I think I'll figure out a way to put all the needed commands in a gui.
Edited on Nov 11, 2006 02:24 GMT
| T Squared (Thanhda Tie) (Nov 11, 2006 at 05:00 GMT) |
| Clint Herron (Nov 21, 2006 at 21:39 GMT) |
I was thinking about it last night, and I'm interested in checking out your improved and syntax-hilighted text control and seeing if it would be very hard to make a decent little script editor to integrate directly into Torque Game Builder to make it more friendly for new users to get into Torque Script.
Thanks!
--clint
| Ron Nelson (Nov 22, 2006 at 07:18 GMT) |
| Haider m Sithawalla (Nov 14, 2007 at 07:51 GMT) |
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