Game Development Community

Joshua "The Power Nap" Taylor's Forum Posts

Thread Post Date Posted
Bullet penitration I've worked with this. First off, for projectiles, it's a good idea to castRay from start to end ... read more 11/08/2003 (11:21 am)
Techniques for debugging shaders... I had it working in a stand alone app, I don't know if the other effects in OpenGL are effecting ... read more 10/06/2003 (9:29 pm)
Techniques for debugging shaders... Well, it is fairly basic. I've gone through line by line, and it only goes nuts when I add the f... read more 10/05/2003 (12:46 pm)
Techniques for debugging shaders... Is there a site where I can go and see it? I mean, it might be for DirectX, but it might have tec... read more 10/05/2003 (11:58 am)
Ragdoll/Vehicle physics Heh, you know that Hitman's engine used particle physics for the ragdoll effects. That, and the clo... read more 09/24/2003 (12:04 am)
How it TSMesh processed? I'm using a new operator. But man, a bunch of crazy crap is going on now. All I really can say i... read more 09/16/2003 (1:11 am)
How it TSMesh processed? What TSShape::assembleShape does is initialize pointers in the memory the shape is loaded into. B... read more 09/15/2003 (6:57 pm)
How it TSMesh processed? Yeah, I figured out the memory allocation stizzy. You gotta allocate memory in TSShape's assemble... read more 09/14/2003 (10:35 pm)
Memory issues with TSMesh I don't have any problem sharing with you Chris, but I still have some testing to do on it. Drop me... read more 08/29/2003 (6:25 pm)
Memory issues with TSMesh I've got the formula to make the tangent and binormal from the text coordinates and the verticies in... read more 08/28/2003 (8:26 pm)
Memory issues with TSMesh Okay, that's what I figured.... read more 08/27/2003 (7:41 pm)
Memory issues with TSMesh So is there only one instance of TSMesh per model?(I know that a model may be composed of several in... read more 08/26/2003 (7:40 pm)
Cg does not work Look, I just shoehorned Cg into the Torque, and here's what I can tell you. When you post, make s... read more 08/18/2003 (7:49 pm)
Adding GLextentions to the Torque, questions with winGL.cc Honestly, That was the solution I was looking for. Oh, and it's not the Cg API that requires thi... read more 08/10/2003 (7:01 pm)
Adding GLextentions to the Torque, questions with winGL.cc So if I call glh_init_extension from the glh_genext.h function, all should be well? It is in that... read more 08/10/2003 (5:37 pm)
fxDecal Um, This is really weird then. I've tested the SetBloodTrackTime function from other scripts t... read more 03/24/2003 (9:54 pm)
fxDecal Aight, My bad, I have it not crashing. I forgot to prevent the client from calling the script fu... read more 03/20/2003 (3:04 pm)
fxDecal Now how would I make it apart of the "Player" class. Most of what I've seen in the code has been ... read more 03/19/2003 (5:15 pm)
fxDecal K, Here's the script that I'm using to genterate a blood pool: [code] datablock TriggerData(... read more 03/18/2003 (2:26 pm)
I want in on this bump mapping action! Mondo thanx to you guys! This is EXACTLY what I needed! Project leader should be thrilled that... read more 03/16/2003 (6:35 pm)
fxDecal fxDecal resource is now uploaded, I'll get the "tracking the blood around that you've just walked... read more 03/16/2003 (4:56 pm)
fxDecal Yeah, I just went through Trigger.h/.cc. So now I understand. Thanx for all the help! I'll... read more 03/14/2003 (6:00 pm)
fxDecal How do you set up the dimensions of the trigger? I'd be nice to make it the size of the puddle, a... read more 03/14/2003 (4:28 pm)
fxDecal Could I see an example of that?... read more 03/13/2003 (9:25 pm)
fxDecal Some sort of "box" could do it. I'd just need to know where to start. -Josh... read more 03/13/2003 (9:17 pm)
fxDecal You know, It's something I haven't considered, but I don't think it's impossible. We'd just have... read more 03/13/2003 (7:55 pm)
fxDecal Thanx for the art, I'll give credit in the resource. -Josh... read more 03/13/2003 (5:28 pm)
fxDecal Okay, Now how should I package this resouce. Should I give instruction on how to use it via p... read more 03/13/2003 (4:44 pm)
fxDecal Hey, If anyone would like to donate some splat .png's for this I would be MOST gratefull. I want... read more 03/13/2003 (11:34 am)
Dynamic Damage skins for players. Yes, thank you very much!... read more 02/25/2003 (9:57 am)
Lighting players on fire. Yes accually, I'm currently working on flamethrowers, and lighting terrain and interiors on fire.... read more 01/30/2003 (8:16 pm)
Lighting players on fire. Hey, Sorry about the delay in getting the pictures up right. [url=http://www.geocities.com/bar... read more 11/06/2002 (7:42 pm)
Lighting players on fire. To modify this to have the fire at the point of impact would be nominal, especialy if you have hit-b... read more 10/29/2002 (11:21 am)
Scripted animations not overriden by "movement" Hey Robert, I don't know if you've seen it yet but I've fixed the animate on server problem. The... read more 07/25/2002 (12:13 pm)
Scripted animations not overriden by "movement" My problem is this, my game requires alot of swordplay. I was wondering if the sword animations c... read more 07/23/2002 (12:08 pm)
Animation On Server I've fixed it! the problem was in the Player::updateAnimation method. The code was: -------... read more 07/12/2002 (8:26 pm)
Should I screw with Container::castRay? Sweet, Now that I think about it, the projectile code makes more sence. Josh... read more 06/01/2002 (11:44 am)
Displaying the hit boxes in game Sweet... read more 05/01/2002 (9:01 am)
Macromedia Flash in a C++ program. Um, I think Macromedia gives away the code for the flash 'players'. Being you could write a flas... read more 08/19/2001 (2:24 pm)
Interior complexity I'm in your boat when it comes to this. Now I'll have stuff outside, but it will all be cityscape. ... read more 08/18/2001 (2:54 pm)
Borland Builder VCL question I'm trying to set up child forms that send data to the parent form. I know the answer is simple, bu... read more 07/19/2001 (3:04 pm)
What's the rendering pipeline like. Good idea Bryan, But I don't know the polycount of the models for our charicters. What you sugge... read more 06/20/2001 (10:15 am)
The collision scheme of the v12 engine Just curious, But does the v12 use different collision schemes according to what's being tested? ... read more 06/20/2001 (10:11 am)
What's the rendering pipeline like. What I want is a silhouette, it's a line along the edges (from the viewers perspective). I do aprec... read more 06/16/2001 (12:25 pm)
What's the rendering pipeline like. Sounds like what I thought up, alot like it. I'd just like to know what a winged-edge list is?... read more 06/15/2001 (8:19 am)
What's the rendering pipeline like. Pretty much what I cooked up was... A routine would check a triangle's edge neighbors (Lack of vi... read more 06/14/2001 (8:26 am)
The collision scheme of the v12 engine This might be stuiped of me, but what is GJK? Is that the plane penitration method (the plane equat... read more 06/07/2001 (3:28 pm)