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Meredith F. Purk II's Forum Posts

Thread Post Date Posted
Box2D Collision Normals Seem Reversed So I finally had a chance to update to the newest version of the development branch and test some th... read more 09/13/2015 (12:26 pm)
Box2D Collision Normals Seem Reversed Mmm... admittedly, my edge shapes are on static and kinematic (used for the moving platforms) bodies... read more 08/27/2015 (3:33 pm)
Box2D Collision Normals Seem Reversed Well, did a little test and it doesn't seem to make any difference. First, I verified that the funct... read more 08/25/2015 (7:28 pm)
Box2D Collision Normals Seem Reversed Roger. I will experiment with that to see what happens with a cloned platform, or if the if the vert... read more 08/24/2015 (6:28 pm)
One-side collision with edge and chain shapes Very cool, Richard!... read more 09/10/2014 (1:59 pm)
One-side collision with edge and chain shapes Second round... the edge collision shapes seem to be holding up, even when implemented as moving pla... read more 08/30/2014 (2:58 pm)
One-side collision with edge and chain shapes I agree. There are other things than platformers that can use this, and I had thought about that (as... read more 08/30/2014 (11:31 am)
One-side collision with edge and chain shapes Thanks! Well, I implemented your code in favor of mine... and changed my platform collision shape... read more 08/30/2014 (7:01 am)
One-side collision with edge and chain shapes Sadly, I haven't. I'm changing jobs right now, so during the two-week transition I've been too busy ... read more 08/28/2014 (2:32 pm)
One-side collision with edge and chain shapes I'm going to have to try this out soon, because it would cleaner to toss in platforms as edge shapes... read more 08/16/2014 (2:45 pm)
One-side collision with edge and chain shapes I went ahead and pulled my junky code out (honestly, still don't really know what I'm doing here, ei... read more 08/14/2014 (6:38 pm)
Torque2D ShowOff(); @Mike - I second that... it does say in the physics guide: [quote] The edge shape provides a sing... read more 08/14/2014 (8:04 am)
Torque2D ShowOff(); It's a change to engine code, but not a very complicated one. I actually found some helpful tips ... read more 08/13/2014 (8:26 pm)
Torque2D ShowOff(); This is actually an older build of T2D 2.0, but I just now got around to pulling it out again and do... read more 08/13/2014 (7:08 am)
Torque 2D for Android Ready *SOLVED* Figured it out. Just because it shows in the jni linked folders, does not mean its inclu... read more 02/05/2014 (5:27 am)
Anyone have a pathfinding algorithm? This is a little old of a post now, but I've built some simple A*/flood fill pathfinding even back i... read more 01/27/2014 (5:30 pm)
Free used memory again.. I've done just a little testing on this... I can say that a delete call does -not- seem to effect th... read more 12/10/2011 (4:50 am)
Fixed: Adding Resources to Torque 2D Okay, I've fixed my problem thanks to the post by Holmida (referenced in my previous comment). In ca... read more 10/06/2011 (3:47 pm)
Fixed: Adding Resources to Torque 2D Note, this is similar to the problem Holmida was having [url=http://www.garagegames.com/community/fo... read more 10/06/2011 (3:30 pm)
Gaussian Blur for TGB Did you ever get any resolution on this? I'm having a similar problem, but not with the blur resourc... read more 10/06/2011 (3:24 pm)
AIPlayer Transform returning 1.#QNAN after SetMoveDestination Well, an (overdue) update: As of early May I am no longer encountering this problem. How/what is inv... read more 05/15/2011 (9:08 am)
AIPlayer Transform returning 1.#QNAN after SetMoveDestination (EDIT: To clean up display of my grid in the code box) @Kane: I went ahead and added a sanity che... read more 03/31/2011 (5:45 am)
AIPlayer Transform returning 1.#QNAN after SetMoveDestination [quote]Basically what happens is that if your object lands exactly at the goal and makes object posi... read more 03/31/2011 (4:09 am)
AIPlayer Transform returning 1.#QNAN after SetMoveDestination While testing some more with the setMoveDestination problem (both manually and using a more automate... read more 03/24/2011 (10:29 am)
AIPlayer Transform returning 1.#QNAN after SetMoveDestination I am running in a Debug build, yes. Took me a little while to get it up and running (had that issue ... read more 03/23/2011 (4:09 pm)
AIPlayer Transform returning 1.#QNAN after SetMoveDestination @Scott Richards: I tried your suggestion, but SceneObject::setTransform is not calling the Assert wh... read more 03/22/2011 (4:07 pm)
AIPlayer Transform returning 1.#QNAN after SetMoveDestination D'oh, I did forget to post the initial call to SetMoveDestination... [code] function AIEnemy::fol... read more 03/20/2011 (4:27 pm)
AIPlayer Transform returning 1.#QNAN after SetMoveDestination The only changes I made to AIPlayer were related to the aim improving, but I also tested for that by... read more 03/19/2011 (4:00 pm)
Slow Motion Method *nods* Ron's approach is nice in that it manages a local and global timescale. So that different obj... read more 02/18/2011 (7:49 am)
Slow Motion Method Has anyone actually worked through on this and tried to replicate Ron's system? In the future I may ... read more 02/18/2011 (5:36 am)
Sword Trails Right, I meant the fact that the code is in a private thread for those who own a license to T3D, whi... read more 02/11/2011 (4:40 am)
Sword Trails Hmm... helpful for those who have T3D, which I don't yet. ;) I did manage to get ahold of the fil... read more 02/07/2011 (5:39 pm)
Sunlight Direction w/TGE 1.5.2 and Cel Shading resource Mmm... you have invisible dummy weapons that are being outlined, is that what you are saying? I coul... read more 01/20/2011 (1:05 am)
Sunlight Direction w/TGE 1.5.2 and Cel Shading resource First, I assume you've already been referencing the original celshading resource (http://www.torquep... read more 01/19/2011 (2:03 am)
Sunlight Direction w/TGE 1.5.2 and Cel Shading resource What he said - lightVector.neg(); It works for now, so the light hits the model on the correct si... read more 01/15/2011 (1:31 pm)
Sunlight Direction w/TGE 1.5.2 and Cel Shading resource I'm glad I'm not the only one unsure of the worldtoObj.inverse() line. I've tried with and without i... read more 10/18/2010 (11:29 pm)
Sunlight Direction w/TGE 1.5.2 and Cel Shading resource Incidentally, the commented out code from lines 14-21 is the original light direction code from the ... read more 10/17/2010 (5:16 pm)
Target/Selection rings (Note: I don't own AFX, so what I'm saying is based purely off what I've seen/read) Arcane FX doe... read more 10/07/2010 (7:12 pm)