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elfprince13


OVER NINE THOUSAND!


Joined: 23 May 2005
Posts: 10234
Location: A galaxy far far away......

Posted: 17 Jun 2012 01:34:21 pm    Post subject:

That's the sort of thing I was thinking of. Absolutely no idea if they work with Torque, but if they work with C/C++ at all (and its unimaginable to me that game design majors don't since C++ is the industry standard), then they would definitely be helpful.
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55760
Location: Earth, Sol, Milky Way

Posted: 17 Jun 2012 01:35:46 pm    Post subject:

And I'd think that a university would balk less at the relatively paltry sum of a $100 license than a private programmer volunteering to help. I vote that you start sending out some feelers about this, although my impatience comes only from my impatience to play this game and enjoy more fine-grained control over my sandbox worlds than Minecraft offers.
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elfprince13


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Joined: 23 May 2005
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Posted: 17 Jun 2012 01:37:32 pm    Post subject:

You could always divert your minecraft time into Torque dev time Wink
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DShiznit


Guru-in-Training


Joined: 14 Jan 2007
Posts: 3683
Location: The 24th Century

Posted: 19 Jun 2012 10:13:46 pm    Post subject:

The main reason I don't help with any of the coding for Freebuild is that I have no C++ knowledge. I've just never been able to pick it up. I was hoping I would learn in college but that's probably not happening for a while.

I actually am thinking of moving my Army Guys project to T3D(a friend of mine told me I can turn down the lights in the editor and get the same performance as TGE). So if I learn anything in the course of doing that I'll gladly carry that knowledge over to Freebuild.
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elfprince13


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Posted: 20 Jun 2012 01:33:13 pm    Post subject:

You should take a look at some basic C first, and then try to layer the C++ knowledge on top of that. I'd be happy to point you in the right direction if you feel like some self directed learning on that front.

How's Army Guys going, btw?
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DShiznit


Guru-in-Training


Joined: 14 Jan 2007
Posts: 3683
Location: The 24th Century

Posted: 20 Jun 2012 02:27:46 pm    Post subject:

elfprince13 wrote:
You should take a look at some basic C first, and then try to layer the C++ knowledge on top of that. I'd be happy to point you in the right direction if you feel like some self directed learning on that front.

How's Army Guys going, btw?


That might be worth a shot.

I haven't done much with Army Guys yet, but I have a WWII U.S. Airborne Infantry model I got when I purchased this that would work perfectly with a re-skin. The best part is it already has a normal map, which is why I want to experiment with T3D. I had an idea for a long time now to use a solid color for a diffuse map, and a normal map for details, in order to get nice-looking plastic soldiers. Even if that doesn't work, generating a solid-color detailed plastic-like diffuse map from the normals is easy in Paint.net.
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TheStorm


NOU!


Joined: 26 Mar 2007
Posts: 2375

Posted: 20 Jun 2012 06:35:34 pm    Post subject:

For picking up C I suggest picking up a copy of K&R I keep mine with me pretty much all the time. All valid C code is also valid C++ code iirc so learning C first is definitely the way to go.
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<Michael_V> or create a Borg collective and call it The 83+
<Michael_V> Lower your slide cases and prepare to be silent linked. Memory clears are futile.
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elfprince13


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Joined: 23 May 2005
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Location: A galaxy far far away......

Posted: 21 Jun 2012 08:56:45 am    Post subject:

TheStorm wrote:
All valid C code is also valid C++ code iirc so learning C first is definitely the way to go.


This is actually not correct, but it's close enough for a while. When you decide to move from C to C++, the list of things that no longer behave the same way can be summarized in about a page.
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elrunethe2nd


Power User


Joined: 21 Nov 2008
Posts: 362
Location: In my infernal forge...

Posted: 21 Jun 2012 09:44:43 am    Post subject:

KermMartian wrote:
And I'd think that a university would balk less at the relatively paltry sum of a $100 license than a private programmer volunteering to help. I vote that you start sending out some feelers about this, although my impatience comes only from my impatience to play this game and enjoy more fine-grained control over my sandbox worlds than Minecraft offers.

You already can, just without the added benefit of bloom and hypersaturation.
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Lucas W


Expert


Joined: 07 Sep 2009
Posts: 577
Location: Australia

Posted: 01 Jul 2012 04:56:28 am    Post subject:

Elfprince, If your serious in getting more coders, wouldn't it be wise to get an online presence that's more significant than a subforum in a calculator site? Like Sourceforge, ModDB, etc?
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Xyno76


Advanced Newbie


Joined: 28 Dec 2009
Posts: 70
Location: Where my house is

Posted: 24 Jul 2012 09:42:28 pm    Post subject:

Soo.... is this the torque that doesn't come with the destructable objects code? just wondering since I got back into learning game development... and I was playing with Torque's recent version... >.>
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elfprince13


OVER NINE THOUSAND!


Joined: 23 May 2005
Posts: 10234
Location: A galaxy far far away......

Posted: 25 Jul 2012 03:26:09 pm    Post subject:

Xyno76 wrote:
Soo.... is this the torque that doesn't come with the destructable objects code? just wondering since I got back into learning game development... and I was playing with Torque's recent version... >.>


I'm working on 1.0.1, until the Mac release is brought up to date.
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