Scott Richards's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| World/local coordinate transformation | Yes, but note that [b]mulV[/b] is for vectors, while [b]mulP[/b] is for points. Also, mulP and mulV ... read more | 06/09/2006 (11:43 pm) |
| Terrain Following Projectiles Trouble | Sim::findObject("Terrain") will fail on the client, not because terrain doesn't exist on the client,... read more | 06/01/2006 (1:09 pm) |
| TGE - Trying to adapt FlyingVehicle to SpaceVehicle | Ah, but the vehicles [b]do[/b] use quaternions! mRigid.angPosition is a QuatF (quaternion) type. Rot... read more | 05/30/2006 (4:05 pm) |
| Acceleration-Speed based Movement Physics | Simple enough: Take your thrust vector, normalize it, then dot with linVelocity. That will give you ... read more | 05/30/2006 (2:05 pm) |
| TGE - Trying to adapt FlyingVehicle to SpaceVehicle | FlyingVehicle should be a good base for a SpaceVehicle, and all you'll really need to do is remove t... read more | 05/30/2006 (1:26 pm) |
| Acceleration-Speed based Movement Physics | Are you still looking for a solution to this? Because I can probably be of some assistance. I create... read more | 05/26/2006 (9:35 am) |
| About the parameter to interpolateTick | Are you using the standard Torque camera? IIRC that camera had some jittering issues. I think it was... read more | 05/03/2006 (2:05 pm) |
| About the parameter to interpolateTick | Torque does use a "short-circuit" link; in as much as no actual network [i]hardware[/i] is used. How... read more | 05/03/2006 (10:05 am) |
| About the parameter to interpolateTick | Actually, even in a single player game, Torque uses a client/server system. So unless you've radical... read more | 05/02/2006 (3:21 pm) |
| About the parameter to interpolateTick | Yeah, it would have been. Binary ops like & are [i]much[/i] faster though.... read more | 05/02/2006 (1:49 pm) |
| About the parameter to interpolateTick | @Alberto: > [i]interpolateTicks tries to pull the target "backward" from the expected position.[/i]... read more | 05/02/2006 (12:31 pm) |
| About the parameter to interpolateTick | Well, you're right to suspect that this: "The argument passed to interpolateTick is the time since t... read more | 04/29/2006 (11:47 am) |
| Steering in Flying Vehicles | Also, note that in Vehicle::updateMove mSteering values are clamped to a range of (-)maxSteeringAngl... read more | 04/19/2006 (9:47 pm) |
| Getting the Light Direction in TSMesh::render() | RE: "[i]Like this?[/i]" No, mulP is wrong. What you want there is mulV. mulP is intended for a po... read more | 04/19/2006 (9:19 pm) |
| Steering in Flying Vehicles | Looks to me like the idea was to square the value, without loosing the sign. That would reduce the i... read more | 04/19/2006 (1:03 pm) |
| Creating an Explosion in Projectile.cc | IIRC the explode function wants a Point3F& position, a Point3F& collision normal, and a U32 collisio... read more | 02/04/2006 (2:39 pm) |
| ContainerRayCast woes | Did you try the second code block I posted? The second code block should replace the first one I pos... read more | 01/29/2006 (9:42 am) |
| ContainerRayCast woes | Come to think of it, I'm not sure whether you'll get a result from that second ray cast or not, sinc... read more | 01/28/2006 (6:11 pm) |
| ContainerRayCast woes | I think, if I'm understanding correctly, what you want is [code]%player2Target = ContainerRayCast(%... read more | 01/28/2006 (5:50 pm) |
| Fixed - Cant see all text on some threads | @Rick, Well, Netscape 7 is just a re-branded Mozilla, and Mozilla's Gecko engine has made very go... read more | 12/21/2005 (4:37 pm) |
| Fixed - Cant see all text on some threads | Re: Joseph's link: That thread works in my Konqueror 3.4.3 and Mozilla 1.7.12. Although it doesn't r... read more | 12/21/2005 (2:52 pm) |
| Fixed - Cant see all text on some threads | The code blocks are fixed! Thank you. But, what happened to the vertical spacing between the pos... read more | 12/21/2005 (11:33 am) |
| Fixed - Cant see all text on some threads | RE: Orion's screenshot: That's because of the long line with the url. Long lines of text with no spa... read more | 12/21/2005 (11:07 am) |
| Fixed - Cant see all text on some threads | [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=10880[/url] Another thread with larg... read more | 12/20/2005 (2:38 pm) |
| Fixed - Cant see all text on some threads | [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=26109[/url] Here's one that's large ... read more | 12/20/2005 (2:28 pm) |
| Fixed - Cant see all text on some threads | Images scroll now, but code blocks still don't in Konqueror (version 3.4.3). edit: testing a long... read more | 12/20/2005 (2:01 pm) |
| Fixed - Cant see all text on some threads | In the file /css/fixed/container.css, line 47, the content box is set to a fixed width, and the over... read more | 12/19/2005 (11:41 am) |
| We will be preforming a MAJOR site update in the next hour | RE: The page getting cut off: It's not Iframes. The problem is the CSS. In the file /css/fixed/co... read more | 12/16/2005 (8:47 pm) |
| We will be preforming a MAJOR site update in the next hour | Whoa! [url=http://scottris.net/temp/cutoff_forum_text.png]This is bad![/url] Very bad. The text is c... read more | 12/16/2005 (4:20 pm) |
| We will be preforming a MAJOR site update in the next hour | Ugh. Web developers should never make assumptions about the size of the user's fonts. I like some of... read more | 12/16/2005 (3:48 pm) |
| Art gallery | @ Jeff T: That's clearly spelled out on the submission form for the [b]Developer[/b] snapshot. Ho... read more | 12/09/2005 (1:49 pm) |
| Auto-orienting a flying ship | Just off the top of my head... Find the point or vector you want the ship to point to. Convert it... read more | 12/04/2005 (6:28 pm) |
| SrcRegion.set()? | SrcRegion is an instance of class RectI. Look in math/mRect.h for the definition of the RectI class.... read more | 11/22/2005 (2:04 pm) |
| GameConnection:setControlObject | RE: [i]"can someone explain why we are checking the controlling object and then setting the control ... read more | 11/17/2005 (12:32 am) |
| Projectile Particle Trails | Nifty particle stream. How did you achieve the spiral effect?... read more | 11/01/2005 (5:13 pm) |
| Projectile Particle Trails | Ah yes, now I see. The projectiles called explode directly from unpackUpdate. Which worked... provid... read more | 11/01/2005 (5:11 pm) |
| Projectile Particle Trails | Cool. Glad you got it working. I'm curious... How did the engine miss calling onAdd? AFAIK that ... read more | 11/01/2005 (4:45 pm) |
| Projectile Particle Trails | Double check the value of mCurrTick? I think it [i]might[/i] be possible for a projectile to explode... read more | 11/01/2005 (4:25 pm) |
| Projectile Particle Trails | I just thought of a potential problem with that approach, unfortunately. While it would allow the pa... read more | 10/30/2005 (3:26 pm) |
| Projectile Particle Trails | Another (possibly better?) idea: It occurs to me that since mCurrTick is already being sent to th... read more | 10/30/2005 (12:36 pm) |
| Projectile Particle Trails | [i]"...when I set the particles to always start from the first initialized position, and it was stil... read more | 10/30/2005 (12:15 pm) |
| Projectile Particle Trails | %s if for passing string arguments. Use %f for floats and %i or %d for integers. btw, TickMs isn'... read more | 10/29/2005 (8:59 pm) |
| Projectile Particle Trails | I think that should work, yes. If the added delay isn't too bothersome. I suggest basing the del... read more | 10/28/2005 (5:51 pm) |
| Projectile Particle Trails | Because projectiles are ghosted objects. They are created by the server, and may travel some distanc... read more | 10/28/2005 (4:54 pm) |
| Smokescreen | Heh. I kinda figured that was just a simple mistake. You probably also have a FlameSmoke particle de... read more | 10/26/2005 (6:50 pm) |
| Smokescreen | Whoa! Just noticed this: [code]datablock ParticleData([b]SmokeScreen[/b]) { textureName ... read more | 10/26/2005 (6:04 pm) |
| Smokescreen | In your ParticleData, you have the alpha value on your particle colors set very low; 0.1 is almost i... read more | 10/26/2005 (5:59 pm) |
| Convert Global Velocity to Local Velocity | It's not overloading. Think of it instead as an alias. VectorF is another name for Point3F. Use eith... read more | 10/23/2005 (12:05 am) |
| Error in Point3D normalize function | Minor improvement to the code in my previous post. See changes in bold. They were "1".... read more | 09/10/2005 (1:53 am) |
| Rotation about an arbitrary axis | [code] // Establish axis around which to rotate EulerF axis(x, y, z); // Normalize to the length ... read more | 09/08/2005 (4:18 pm) |