Joshua A. Thomas's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Visual Studio 08 / C# Express 2008 | Hey John, thanks. I don't have c#2005 express installed, but I found the templates Torque installed... read more | 12/16/2008 (10:09 am) |
| Original Scoring | Lovin your demo reel dude. I'd like to know whether you are applying material you've already wrote ... read more | 02/14/2008 (5:11 pm) |
| World Units | Glad to help.... read more | 01/28/2008 (4:18 pm) |
| Is it possible to use wiimotelib for import? | Google turned up [url]http://blogs.msdn.com/coding4fun/archive/2007/03/14/1879033.aspx[/url]... read more | 01/11/2008 (12:57 pm) |
| Purple Screen | See... [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=71127[/url]... read more | 01/11/2008 (12:54 pm) |
| TorqueX3D beta - 2d Objects disappearing, solution. | OK... This also accomplishes the same result, assuming you don't have more than 10000 objects in yo... read more | 01/11/2008 (12:47 pm) |
| TorqueX3D beta - 2d Objects disappearing, solution. | Thanks Edwin. Ok, _useLayerSorting was checked before soring by layer first, I missed that. So t... read more | 01/11/2008 (12:24 pm) |
| TorqueX3D beta - 2d Objects disappearing, solution. | Torque still sorts the objects in the scenegraph by layer before rendering. This property affected ... read more | 01/11/2008 (10:42 am) |
| Purple Screen | I learned tons about the 2d engine because of this problem. In a way I'm greatful.... read more | 01/10/2008 (4:57 pm) |
| Purple Screen | Found the problem and got past the 80 objects on the screen limitation. It came down to one line in... read more | 01/10/2008 (3:29 pm) |
| Paths in Torque X? | I've helped someone do straight line paths between nodes. I'll link the thread... [url]http://ww... read more | 01/10/2008 (12:47 pm) |
| Paths in Torque X? | Vishal, two problems here. First, I don't think you are gaurenteed the the same order of collision ... read more | 01/09/2008 (1:36 pm) |
| Need help in puzzle generation | Personally, I would use an array or a List<> to store all available puzzle peices, its size would ma... read more | 01/08/2008 (4:14 pm) |
| About sprite movements | T2dSceneObjects have a SetPosition() member function. Is this what you are looking for?... read more | 01/08/2008 (1:44 pm) |
| About detecting mouse click | Alexander is using BindAction() though. Dan is referring to his onMouseClick function that takes a ... read more | 01/08/2008 (1:40 pm) |
| Creating a list | See if this thread helps, it seems like the same thing you are asking about. [url]http://www.garage... read more | 01/07/2008 (1:40 pm) |
| How to get screen coordinates | [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=70161[/url] I want to add that thi... read more | 01/04/2008 (1:09 pm) |
| Purple Screen | Sorry, let me rewrite that. I was trying to say GG has probably become aware of this problem after ... read more | 01/03/2008 (7:20 pm) |
| Purple Screen | Things do indeed behave this way in Torque X 3d beta. I can't replicate it in the current version o... read more | 01/03/2008 (3:06 pm) |
| Simple Pathfinding | Oh, make sure you new the list sometime before you call Sceneloader.Load(). ie: nodeList = new List... read more | 12/27/2007 (6:55 pm) |
| Simple Pathfinding | The component way is what I would have suggested. I just though of and even simpler way to do thi... read more | 12/27/2007 (5:53 pm) |
| Simple Pathfinding | No problem, it was fun. Well what's your idea about sorting. Psudeo code it for me. :)... read more | 12/27/2007 (4:05 pm) |
| Simple Pathfinding | Ok here you go. A little bit of setup in Game.cs. (edit) I only did this here so it doesn't hav... read more | 12/27/2007 (1:31 pm) |
| Simple Pathfinding | May I suggest a little bit of restructuring. This function doesn't really need to be recursive. Th... read more | 12/26/2007 (8:08 pm) |
| Simple Pathfinding | How about blank sceneobjects on your level with an object type set? Each 'waypoint' would store a r... read more | 12/24/2007 (9:03 am) |
| Poping gui's and Public Properties | Assuming you are using the starter game template... The Game class is a singleton, so you can acces... read more | 12/24/2007 (8:46 am) |
| Looking to find more AIM contacts. | AIM: jtron5050... read more | 12/21/2007 (12:22 pm) |
| Accessing a method from another component | Ahh, sorry I haven't had any experience with the beta yet.... read more | 12/20/2007 (7:28 pm) |
| Accessing a method from another component | Are you doing something like this in the movement component? [code] DrumComponent dc = objectWithD... read more | 12/20/2007 (1:44 pm) |
| Random with out repeats | I would probably copy that array to a System.Collections.Generic.Queue<> after shuffling it (maybe e... read more | 12/18/2007 (7:02 pm) |
| Selecting an object according to a varaible | It all depends on how your front end works. If I were making a card game I would store the deck i... read more | 12/18/2007 (6:46 pm) |
| Playing an animation in reverse | Hi, This will play an animation in reverse. guy.AnimationData.AnimationFramesList.Reverse(); ... read more | 12/14/2007 (5:14 pm) |
| Morphing and concave collision detection | You can create more complex collision polys in two ways. Split your object up and mount the peices ... read more | 12/14/2007 (3:06 pm) |
| Purple Screen | Yes my images were spwaned at different locations and I could count them all when that number was re... read more | 12/13/2007 (2:30 pm) |
| Purple Screen | I just tried John's test and I couldn't reproduce your problem. This was on a Radeon X600. Would y... read more | 12/12/2007 (6:40 pm) |
| Possible to add a custom spawner object to TXB? | Nice, I would like to see that as well.... read more | 12/12/2007 (2:46 pm) |
| Possible to add a custom spawner object to TXB? | What do you mean by a custom spawner? What would it do differntly than a normal spawner?... read more | 12/11/2007 (7:40 pm) |
| World Units | I helped someone with dragging and dropping a while ago and had to convert screen coords to world co... read more | 12/10/2007 (2:05 pm) |
| My Christmas Wish List | @Zilla: In a round about way he is saying that mount points on a scroller stay still even while the... read more | 12/06/2007 (4:28 pm) |
| Paypal or Piracy? | Orly?... read more | 12/06/2007 (2:20 pm) |
| Cloest Object in Collision | Hi, you want %object.getCollisionPoly(), I think. It give you a list of [x,y] pairs in object spa... read more | 12/05/2007 (7:23 pm) |
| Devine order of instantiation | This may work depending on what you are trying to accomplish. You just create object with 'new' in ... read more | 12/05/2007 (4:42 pm) |
| Devine order of instantiation | Short answer, yes. :) If you 'new' some object owned by B in one of its components _OnRegister() ... read more | 12/05/2007 (4:10 pm) |
| InputMaps and player respawns | I have access to it, but I'll leave that question to an expert. :) I traced it yesterday, but ... read more | 12/04/2007 (8:14 pm) |
| Formation System | You are talking about flocking AI! I've written flocking component for TorqueX, but I did't add spe... read more | 12/04/2007 (12:51 pm) |
| InputMaps and player respawns | I whipped up a quick version of the blaster player respawn and had no issues. Could you post your r... read more | 12/04/2007 (12:22 pm) |
| InputMaps and player respawns | Are you cloning a template object to spawn your player? Check out the "Hooking up the Code" section... read more | 12/03/2007 (7:56 pm) |
| How can I tell what I collided with? | TheirObject.Name corresponds to the Name property on the scripting rollout.... read more | 11/26/2007 (3:16 pm) |
| Need AI help | Sure, send it my way. jtron5050@gmail.com. i'll take a look when i get home tonight.... read more | 11/21/2007 (5:07 pm) |
| Radial Search | It sounds like you want T2dSceneGraph.Instance.FindObjects(). You can specify a search radius aroun... read more | 11/21/2007 (4:17 pm) |