Compiling In Linux Last updated 21 Jul 2020 12:36 by Bloodknightuk
As of version 3.7, Torque 3D supports being run under Linux using OpenGL for rendering. There are two broad approaches. You can build using the console only, or use an IDE with a GUI. The IDE we recommend for Ubuntu Linux is Qt Creator - however since the engine is configured using CMake, you can use any IDE that CMake can generate files for.
incomplete tutorial
C++ IDEs Last updated 17 Feb 2019 21:40 by suncaller
This page about configuring IDEs is a stub. Please feel free to help by adding to it.
Compiling in Windows Last updated 16 Jan 2019 00:38 by Bloodknightuk
Once you've installed CMake, run it and you'll see a screen something like the image below. You'll learn to be pretty familiar with this screen!
t3d tutorial
Continuous Integration Last updated 03 Jul 2017 16:51 by andijh92
IMPORTANT: THE CI SCRIPTS ARE NOT MERGED INTO THE MAIN REPO YET!
Compiling In MacOS Last updated 04 Apr 2017 15:42 by Areloch
This article will walk you through compiling Torque3D on the MacOS operating system.
Php Master Server Last updated 09 Dec 2016 00:02 by johxz
PHP MasterServer for Torque
Open Vr Setup Last updated 23 Sep 2016 03:59 by Areloch
OpenVR is an SDK designed to act as an open source library to interface without various VR hardware. Nominally, it's built for Valve's HTC Vive.
Engine Classes Last updated 15 Jul 2016 21:22 by Areloch
This page has a list of major classes in the engine.
Refrence Guide Index Last updated 29 Apr 2015 09:23 by WaxyChicken
Introduction
Compiling Using Vagrant Last updated 24 Apr 2015 09:27 by buckmaster
This tutorial will show you how to compile Torque 3D inside an Ubuntu virtual machine using Vagrant. You'll be able to use the resulting binaries on other Ubuntu computers to play T3D games.
tutorial
Source Overview Last updated 05 Apr 2015 11:03 by LukasPJ
PhysX setup Last updated 19 Mar 2015 06:54 by buckmaster
If you plan on creating a project that uses PhysX you will first need to have the PhysX SDK intalled on your computer. Without the PhysX SDK in place the project generation step will fail when using either the Project Manager or manual project generation methods.
incomplete tutorial
Leap Motion setup Last updated 01 Mar 2015 06:57 by buckmaster
The Leap Motion controller allows for hands and fingers to provide input to an application. Torque 3D has preliminary support for this new input device. The sections below describe how to set up and use the Leap Motion controller with Torque 3D. You may also want to check out the following related pages:
reference
Oculus Rift setup Last updated 01 Mar 2015 06:57 by buckmaster
The Oculus Rift combines a head mounted display with a sensor that tracks your head's absolute rotation. Starting with v3.0, Torque 3D now has preliminary support for this device. This page describes how to set up and use the Oculus Rift with Torque 3D. You may also want to check out the following related pages:
reference
Razer Hydra setup Last updated 01 Mar 2015 06:57 by buckmaster
The Razer Hydra provides a controller for each hand that may report its absolute position and rotation, along with a series of standard gamepad controls. Torque 3D has preliminary support for this new input device. This page describes how to set up and use the Razer Hydra controller with Torque 3D. You may also want to check out the following related pages:
reference
Unit testing Last updated 06 Feb 2015 23:35 by buckmaster
Torque 3D includes the googletest unit testing framework so you can write engine-side unit tests.
reference
Compile-time configuration Last updated 29 Dec 2014 10:00 by buckmaster
Write about the different global compile-time flags. Not modules, but things like what's in torqueConfig.h.
reference stub
Material system overview Last updated 21 Dec 2014 09:09 by buckmaster
Materials encapsulate the textures, shaders, shader-constants, and render-states that are needed to draw geometry in Torque3D. Materials are defined in script files and have a wide variety of possible data fields, which tie directly to members of the C++ class Material (found in Engine/source/materials/materialDefinition.h). These values are then used to create a subclass of ProcessedMaterial. This document will focus on ProcessedShaderMaterial (found in Engine/source/materials/processedShaderMaterial.h) but familiarity with the ProcessedMaterial base class is recommended. Here is an example of a Material defined in script:
c++ reference t3d
Code Style Guidelines Last updated 14 Dec 2014 23:08 by LukasPJ
This article will define a set of code style guidelines that we would like to use in order to help maintain consistency throughout the Torque 3D codebase. While some points covered deal strictly with the C++ source code, many of the style principles can be used with the scripts as well.
ExtendedMove Class Last updated 13 Dec 2014 07:09 by buckmaster
The ExtendedMove class expands on the standard Move class that is used by various GameBase classes, such as the Player class. The ExtendedMove class adds support for absolute positions (in millimeters) and rotations to be passed from the client to the server. This makes it easier to support new input devices such as the Leap Motion controller in multiplayer environments where the server must validate all moves.
reference