Epic Frontiers update, tools, and more!
If you haven’t noticed already, we’ve rolled out a huge update to the Epic Frontiers website, based on WordPress templates which makes updating the content there soooooo much easier. Plus, the site wasn’t designed by me, so it looks ten times better
Aside from the regular site update, the Epic Frontiers Dev Blog is not to be found there as well, so please make a note of it. This blog will still make some mentions of the project, but at a much higher-level view than what I used to post. Instead, I’ll be concentrating more on technology and other news coming out of DigitalFlux Entertainment.
So, what’s new? Well, the last few weeks has begun to become very productive as I’ve finished up the first in what is probably going to be a small line of tools targeting the T3D game engine. The tool is named the Magnitude Editor, and was designed to generate datasets consisting of permutations of data (such as name generation, combinations of attributes, items in a database in which all the combinations of them need to be entered, etc) in much smaller amounts of time than what people usually have to do in order to get the information created these days.
The next tool in the pipeline- and very far along in development- is the pathBlazer tool. It streamlines adding, duplicating, setting attributes, and combining paths within T3D, as well as some in-development features such as making paths conform to terrain and/or water blocks. For anyone who has worked with paths in the Torque engines, it’s a must-have tool.
Down the line, I’ve got other enhancements and upgrades planned for T3D tools, and while I won’t get into too much detail, I’ll just say that great things are happening behind-the-scenes here at DigitalFlux…