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Scott Richards's Forum Posts

Thread Post Date Posted
Smooth camera transformation When querying the transform of the object, make sure you're using getRenderTransform and not getTran... read more 09/08/2005 (4:02 pm)
Error in Point3D normalize function I also personally would prefer that all the normalize functions contain a divide-by-zero safety chec... read more 09/04/2005 (12:37 am)
Particle stream jumping back and forth As I recall it works like this: A Projectile's particles are emitted on the tick. They are emitte... read more 07/29/2005 (2:25 pm)
Damage Flash Color Look for "glColor4f(1, 0, 0, damageFlash)" in engine\game\game.cc. Should be on or around line 780.... read more 07/28/2005 (10:07 pm)
Creating a Particle Goal The radius check should find the emitters, but not the particles. To do what you want, I believe you... read more 07/25/2005 (10:58 am)
Point To Screen, Just about got it! But... WTF I believe the problem with dglPointToScreen is that it uses the current opengl projection and modelv... read more 07/25/2005 (10:40 am)
How to tell direction in player.cc I'm pretty sure that mVelocity is in World Coordinate Space. That means that mVelocity.y is not your... read more 07/17/2005 (9:47 am)
Dynamically changing the volume of a sound effect If Torque intended me to set sound volume in decibels, it should not be clamping the values from 0 t... read more 07/15/2005 (11:48 am)
Dynamically changing the volume of a sound effect You're right. It doesn't work properly. I've been digging through Torque's audio code for the past s... read more 07/14/2005 (1:24 pm)
Dynamically changing the volume of a sound effect I don't know of any command to set an effect to fade out automatically. AFIAK you'd have to set up a... read more 07/14/2005 (10:47 am)
Dynamically changing the volume of a sound effect [code]alxSourcef(AUDIOHANDLE soundHandle, AL_GAIN_LINEAR, F32 volume); alxSourcef(AUDIOHANDLE sound... read more 07/13/2005 (11:53 am)
Billboard(Z) not really acting like a billboard You're welcome. Glad I could help. I think mModelview might work, but I'm not certain. Unfotruna... read more 06/29/2005 (5:21 pm)
Billboard(Z) not really acting like a billboard I'm looking at SceneState's mModelview right now.. Hopefully that will have the information necessar... read more 06/29/2005 (4:50 pm)
Billboard(Z) not really acting like a billboard For full billboarding, it's a question of where you want to get an "up" vector from. I talked about ... read more 06/29/2005 (4:48 pm)
Billboard(Z) not really acting like a billboard New code here [code] // Get our current render transform matrix. MatrixF renderMat = getRenderT... read more 06/29/2005 (4:41 pm)
Billboard(Z) not really acting like a billboard Ignore that last post. Heh. That's wrong, my bad. The cross procude of two unit length vectors will ... read more 06/29/2005 (4:34 pm)
Billboard(Z) not really acting like a billboard BTW, You won't have to normalize each vector, since the cross product of two unit length vectors wil... read more 06/29/2005 (4:28 pm)
Billboard(Z) not really acting like a billboard [quote]Given a VectorF camVec which is a [b]normalized[/b] vector...[/quote] camVec should be = c... read more 06/29/2005 (4:18 pm)
Billboard(Z) not really acting like a billboard [quote]...Also I don't understand how to make a matrix from a vector...[/quote] Without knowing h... read more 06/29/2005 (3:45 pm)
Billboard(Z) not really acting like a billboard I've been trying to come up with specific functions for billboarding around the different axis.. I b... read more 06/29/2005 (2:51 pm)
Billboard(Z) not really acting like a billboard Instead of using createOrientFromDir... I think what you need is two cross products. Take the vector... read more 06/29/2005 (11:34 am)
Billboard(Z) not really acting like a billboard The createOrientFromDir function takes only one vector as an argument. You need at least 2 vectors t... read more 06/29/2005 (11:22 am)
Quandry with hiding / unmounting weapon once fired Projectiles can have a sound assigned to them. The sound will play as soon as the projectile is spaw... read more 06/19/2005 (7:34 pm)
UseInvAlpha particle problems Funny you should mention this.. I just fixed this issue for my game a few days ago. I'll see if I ca... read more 06/13/2005 (2:46 pm)
Interpolation problems? (Jumpy players) [quote]or is this a case where the render transform is computed to "smoothly approach" the current s... read more 05/22/2005 (11:15 pm)
Interpolation problems? (Jumpy players) After reading a bit more of this thread... [quote]What does this mean exactly? The boxes are draw... read more 05/22/2005 (1:37 am)
Interpolation problems? (Jumpy players) The world editor is working off server objects. Since server objects don't process "interpolateTick"... read more 05/22/2005 (1:14 am)
TGE 1.3 errors... Bah. Edit function is broken. That first line of my last post should read "just to be clea[b]r[/b]".... read more 05/09/2005 (6:20 pm)
TGE 1.3 errors... @Paul: First, just to be clean, I assume the changes to particleEmitter.cc that you're referring to ... read more 05/09/2005 (6:15 pm)
This should be so simple... MySlider.range = "min max" does work. The only drawback to that method is that the slider position d... read more 05/08/2005 (11:22 pm)
This should be so simple... Bad: [code]void GuiSliderCtrl::setMaxRange(Point2F newRange){ mRange.setMax(newRange); }[/co... read more 05/08/2005 (3:06 am)
This should be so simple... Of course, using the range field doesn't call the updateThumb function that Matthew mentioned. So th... read more 05/08/2005 (2:59 am)
This should be so simple... Or how about simply: [code]void GuiSliderCtrl::setMaxRange(const char *range) { mRange.x = d... read more 05/08/2005 (2:50 am)
This should be so simple... [quote]Ok thats fine, but how would I pass it a Point2F in from the console?[/quote] I think this... read more 05/08/2005 (2:20 am)
This should be so simple... Um... Wait. Are you sure you even need to create this function? Because mRange is already exposed to... read more 05/08/2005 (2:15 am)
This should be so simple... Well.. I see one thing that looks wrong: mRange is a Point2F. I can't find any setMax function for a... read more 05/08/2005 (2:10 am)
Cloaked Vehicles [code]%vehicle.setCloaked(true);[/code] Cloaking is a property of ShapeBase. Vehicles are derived... read more 05/07/2005 (1:08 pm)
Screen "shakes" in network play [quote]#1 Gravity has been changed from a hard coded value in the c++ code to a value that can be se... read more 05/03/2005 (6:08 pm)
Proximity query for distance computation If you're only concerned with the terrain, querying the terrain block height would be faster than ra... read more 05/02/2005 (2:20 pm)
ShapeBase onCollision Just realized, I'm assuming you're simply trying to prevent your player from winding up "in" the doo... read more 05/02/2005 (2:02 am)
ShapeBase onCollision StaticShape is derived from ShapeBase, yes. From a quick look through the source, I don't think eith... read more 05/02/2005 (1:56 am)
Vehicle and camera angle in 3rd person view? Whoops. Yeah, I think you're correct. I'm going to change that in the code above. Edit: Fixed, I ... read more 04/28/2005 (10:29 pm)
Vehicle and camera angle in 3rd person view? @Orion: Same thought crossed my mind while I was writting that, but then I remembered: Crossing two ... read more 04/28/2005 (12:15 pm)
Vehicle and camera angle in 3rd person view? Level, but not actually pointing [i]at[/i] the vehicle. It will be looking above the vehicle in much... read more 04/28/2005 (11:23 am)
Vehicle and camera angle in 3rd person view? How that works: (Note that in Torque, X is "right, Y is "forward", and Z is "up".) [code] // Sta... read more 04/28/2005 (11:23 am)
TGE 1.3 errors... @Gonzo: RE: onNewDataBlock, etc I think I see what you're getting at now. The path "registerObjec... read more 04/27/2005 (7:46 pm)
TGE 1.3 errors... RE: [code] const char * [b]iGroup[/b] = Con::getVariable("instantGroup"); SimGroup * [b]iGr... read more 04/27/2005 (7:33 pm)
TGE 1.3 errors... On the subject of random Torque code optimizations: (This should probably be in another thread, but ... read more 04/27/2005 (7:26 pm)
TGE 1.3 errors... @Gonzo: Regarding the changes you were making to Projectile::onCollision(), I do think you're on... read more 04/27/2005 (7:17 pm)
TGE 1.3 errors... The script interpreter does a pretty good job of putting everything created through script in a grou... read more 04/27/2005 (6:59 pm)