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Torque3D - Game Engine
Added multiple descriptions to handles. While maps are very efficient and match data very quickly due to hashing and what not, they are tricky memory wise, we cant clear them if they are only made up of structs and enums. Need to explore other methods for doing this. Original system had a sub buffer system with a check based on whether the handle was marked vertex/pixel. With 6 stages possible now we need to think of a more effective method. Since shaderstage is now a bit flag maybe some sort of streaming setup could be used to write without a loop. |
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| .gitignore | ||
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| CMakeLists.txt | ||
| CODE_OF_CONDUCT.md | ||
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Torque3D
MIT Licensed Open Source version of Torque3D from GarageGames
Build Status:
More Information
Extras: Torque3D Resources | Awesome Torque3D
Pre-compiled Version
In addition to GitHub we also have a couple of pre-packaged files for you to download if you would prefer to not compile the code yourself. They are available from the Torque3D Binaries repo.
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- Legacy Repository
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