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) |