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Antony K Jones's Forum Posts

Thread Post Date Posted
Verve Prob Michael have you run Torque3d in Visual Studio using the debug configuration before?... read more 02/11/2015 (6:51 pm)
Verve Prob Michael. Can you run it in debug and get us a callstack? I don't think 3.61 is going to work. You ne... read more 02/10/2015 (10:27 pm)
Question about solving a bug found. in the GUI Tree Control. I was testing undo and redo for node creation in the shape editor.... read more 02/10/2015 (5:48 pm)
Verve Prob I had it working in 3.62. What was the crash you were getting?... read more 02/10/2015 (5:43 pm)
Question about solving a bug found. in the GUI Tree Control. np, thanks Dan. ill create a pull request.... read more 02/01/2015 (8:26 pm)
Question about solving a bug found. in the GUI Tree Control. It seems like the intended behavior was keeping around the NULL elements otherwise. The item's ID's ... read more 02/01/2015 (3:00 pm)
MIT resources will be merged with the Torque 3D engine? Kory - Author: Daniel Buckmaster <dan.buckmaster@gmail.com> Date: 4 weeks ago (1/2/2015... read more 01/27/2015 (5:23 am)
MIT resources will be merged with the Torque 3D engine? Thanks to a fix that Dan pushed. And a very small function argument ambiguity fix. Verve seems to wo... read more 01/26/2015 (1:56 pm)
Entity/Component System R&D Discussion This is very exciting Jeff! Thank you.... read more 01/14/2015 (10:19 pm)
Can someone tell me where we submit bugs now? Is it still GarageGames/Support/Submit Bugs? Thank you. :)... read more 01/05/2015 (11:23 am)
Entity/Component System R&D Discussion I rather like Torque. :) I hope I haven't steered things in a negative direction. I provide this inf... read more 01/04/2015 (3:00 pm)
Entity/Component System R&D Discussion Dan - sorry for the confusion. I wouldn't worry about the moving smart pointers. Just never use poin... read more 01/04/2015 (9:28 am)
Entity/Component System R&D Discussion I am providing this information to the best of my knowledge. Unreal is really interesting. They a... read more 01/03/2015 (10:13 pm)
Entity/Component System R&D Discussion I'm sure this stuff is not new to you guys. I hope i'm not being annoying. Still really excited abou... read more 01/03/2015 (8:08 pm)
Entity/Component System R&D Discussion Of course this is my opinion. In Unity you start with a GameObject, this is similar Torque's GameBas... read more 01/03/2015 (7:54 pm)
Entity/Component System R&D Discussion I really need to spend more time researching what you were doing. I need to understand your approach... read more 01/03/2015 (4:51 pm)
Entity/Component System R&D Discussion @Andrew - Yes that is my biggest concern. Lots of pointer hopping and cache misses.... read more 01/03/2015 (3:04 pm)
Entity/Component System R&D Discussion @Dan and Jeff Thank you for the great information. My concerns are probably mute. It is better to... read more 01/02/2015 (10:44 am)
Entity/Component System R&D Discussion The reason, I brought up subdatablocks. Was that I really liked the idea of datablocks for network o... read more 01/01/2015 (11:42 pm)
Entity/Component System R&D Discussion @ Dan - I didn't know we were even considering multiple components of the same type. And something t... read more 01/01/2015 (11:36 pm)
Entity/Component System R&D Discussion I admit that I might just be misunderstanding things. What are your views on SubDatablocks? I fo... read more 01/01/2015 (6:07 pm)
Entity/Component System R&D Discussion I'm sorry I didn't make this clear enough. enum { ShapeComponent = 1, BehaviorTreeCompon... read more 01/01/2015 (6:03 pm)
Entity/Component System R&D Discussion @Jeff My concern would be if the GetComponent() happened in a time sensitive area like in Tick().... read more 01/01/2015 (10:39 am)
Does ShowTool Pro no longer work with current DTS files? I was actually going to compare the 2. I was running into problems with the material editor. I wante... read more 01/01/2015 (2:03 am)
Entity/Component System R&D Discussion Is there anyway we could have components be optional so that we could choose between the two? In som... read more 01/01/2015 (1:59 am)
Does ShowTool Pro no longer work with current DTS files? Thank you for the suggestion Steve. Unfortunately that did not work either. I just figured it may be... read more 12/31/2014 (12:10 pm)
LuaPlus binding with Tilde debugger. @Lefteris & Luis - Very exiting stuff guys. :) @Richard - I have been actually very torn abou... read more 12/31/2014 (10:14 am)
LuaPlus binding with Tilde debugger. Daniel I see where you are coming from but I am having a hard time figuring out a way to use the cur... read more 12/30/2014 (2:21 pm)
LuaPlus binding with Tilde debugger. What I said was probably not very constructive. The reason I didn't think the binding generator was ... read more 12/28/2014 (1:57 pm)
LuaPlus binding with Tilde debugger. I don't know if what I am about to suggest is what WLE did. But I think I can get my parsing script ... read more 12/28/2014 (9:55 am)
LuaPlus binding with Tilde debugger. OMGosh. Now I know what James means about Global namespace. Ugghhh!... read more 12/28/2014 (9:44 am)
LuaPlus binding with Tilde debugger. Thanks Richard. As I dig into this template & macros stuff. I keep making connections with previ... read more 12/28/2014 (9:33 am)
LuaPlus binding with Tilde debugger. Thank you both. Azaezel. Thank you that seems to be working.... read more 12/28/2014 (9:17 am)
LuaPlus binding with Tilde debugger. Hey Lefteris? Am I wasting my time on Lua when you already have an implementation? Are you unable to... read more 12/27/2014 (4:46 pm)
LuaPlus binding with Tilde debugger. I want to add #define DefineEngineMethod( className, name, returnType, args, defaultArgs, usage ... read more 12/27/2014 (4:38 pm)
LuaPlus binding with Tilde debugger. Thank you James. Andrew was definitely right I should have broken this down into a 2 part problem. T... read more 12/27/2014 (8:31 am)
LuaPlus binding with Tilde debugger. What you're all saying makes sense. I will go a different direction. Thank you for all of the valuab... read more 12/26/2014 (6:56 pm)
LuaPlus binding with Tilde debugger. Shouldn't the Editor be a plugin? :)... read more 12/26/2014 (4:28 pm)
LuaPlus binding with Tilde debugger. Andrew: You hit the nail on the head. It was an aggressive plan. I was trying to do things in stages... read more 12/26/2014 (4:27 pm)
LuaPlus binding with Tilde debugger. Andrew: That sounds very reasonable. Let me share my final vision for things and you can tell me if ... read more 12/26/2014 (9:45 am)
LuaPlus binding with Tilde debugger. Oh and debugging Macros suck, big time!... read more 12/25/2014 (6:59 pm)
LuaPlus binding with Tilde debugger. The nice thing is I just wasted a lot of my time and hopefully not a lot of yours.... read more 12/25/2014 (6:53 pm)
LuaPlus binding with Tilde debugger. Yup. I can't recall why. As far as my opinion i guess i felt strongly at the time that the implement... read more 12/25/2014 (6:52 pm)
LuaPlus binding with Tilde debugger. It's been a while I don't really remember, but I do remember trying it both ways. It certainly seems... read more 12/25/2014 (6:34 pm)
LuaPlus binding with Tilde debugger. If the static function was actually a method of a class. Things would be a lot cleaner. But that is ... read more 12/25/2014 (5:00 pm)
LuaPlus binding with Tilde debugger. i'm sorry i didn't understand you before Dan. yes. Maybe we can hide it with Macros or some UI like ... read more 12/25/2014 (4:37 pm)
LuaPlus binding with Tilde debugger. Did the above not enlighten?... read more 12/25/2014 (4:09 pm)
LuaPlus binding with Tilde debugger. Okay guys I think I can show you something that I started, of course it has a long way to go. I real... read more 12/25/2014 (3:27 pm)
LuaPlus binding with Tilde debugger. Wow. I thought we concluded that we aren't getting rid of TorqueScript, but providing an abstraction... read more 12/25/2014 (1:48 pm)
LuaPlus binding with Tilde debugger. Lefteris: I have also heard the same thing from Josh Jensen about the context switching. That seems ... read more 12/24/2014 (2:47 pm)
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