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Intended Community Contribution
David Wyand edited this page Jun 24, 2013
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Herein we maintain a list of what individual community members will be contributing toward the Torque 3D MIT codebase.
| Item | Description | Community Member(s) |
| Cppcheck static code analysis | Use Cppcheck to perform a static analysis of Torque 3D's code base. This could be broken up into smaller items. | |
| Compile warnings clean-up | Turn on compiler warnings and resolve them. This could be broken up into smaller items. | |
| Update to the latest Bullet library version | Update the included Bullet library to the latest version. v2.81 would likely be the best one to start with. Could look into 3.x integration. | |
| Update PhysX support to the latest 3.x version | Update Torque 3D's PhysX support for the latest PhysX 3.x version. | |
| Master server updated to T3D | The Master Server code was written for TGE and should be updated for T3D and included in the repository. This also requires the proper build files for at least Linux. | smally |
| OSX platform support | ’Codecandy’ OS X work ported to T3D MIT with complete basic lighting support. | |
| Linux platform support | Linux client basic lighting support. Also talked about in this feature request | |
| OBJ mesh file import support | Expand T3D's graphics pipeline to include loading in .obj files and converting them to DTS. | |
| FBX file import support | Expand T3D's graphics pipeline to include loading in FBX files and converting them to DTS. | |
| Image file support | Expand T3D's graphics pipeline by including support for new image file formats (such as Photoshop). This could be broken up into one task per image format. | |
| Multiple CPU Core Usage (for skinned meshes especially) | T3D still utilizes only a single CPU core, and skinned meshes have to be written/animated/rendered/exist/whatever on it. Who doesn't have at least a dual core machine these days? From this feature request. |