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Scott Richards's Forum Posts

Thread Post Date Posted
TGE 1.3 errors... What you have there are two [i]different[/i] comparisons: [code]if (i)[/code] translates to: ... read more 04/27/2005 (4:02 pm)
TGE 1.3 errors... @Gonzo: [quote]which even so is still meaning less overall because the emitters are not children ... read more 04/27/2005 (11:18 am)
TGE 1.3 errors... Wish I had time to read all of that but I don't. So forgive me if I'm repeating something that's bee... read more 04/27/2005 (10:41 am)
TGE 1.3 errors... @Gonzo: The group functions should not be moved to onNewDataBlock(), because onNewDataBlock() may be... read more 04/26/2005 (9:14 pm)
TGE 1.3 errors... Regarding the bins errors: EmitterNodes (as well as every other game object class that uses parti... read more 04/26/2005 (12:04 pm)
TGE 1.3 errors... Regarding the question, should these lines be inverted: [code] mEmitter->deleteWhenEmpty(... read more 04/26/2005 (10:41 am)
Vehicle::updatePos - Physics clock too fast I think I might know what's going on. I think the problem is mHead, a Point3F used to store the play... read more 01/21/2005 (9:04 pm)
Vehicle::updatePos - Physics clock too fast @ Clark RE: [i]The big problem, though, is that the code between 166-177 is needed for clients to... read more 01/21/2005 (2:24 pm)
Vehicle::updatePos - Physics clock too fast Just a followup to my post regarding Moves being captured in 32 millisecond intervals... I know Tim ... read more 01/14/2005 (4:49 pm)
Vehicle::updatePos - Physics clock too fast Ah yes. Of course, because it's in the for loop. Duh. :-P That's what I was missing, thanks.... read more 01/14/2005 (4:33 pm)
Vehicle::updatePos - Physics clock too fast That would explain the line 222 "if (con && con->getControlObject() == pSB)", because that translate... read more 01/14/2005 (4:16 pm)
Vehicle::updatePos - Physics clock too fast RE: "[i]Originally objects didn't maintain a completely seperate states for their "interpolated pos"... read more 01/14/2005 (2:54 pm)
Vehicle::updatePos - Physics clock too fast This is hardly worth mentioning, but... In advanceObjects() lines 217-235: [code] if (obj->mT... read more 01/14/2005 (2:41 pm)
Vehicle::updatePos - Physics clock too fast RE: [i]2) Vehicle::interpolateTick gets called four times per render cycle, twice from ProcessList:... read more 01/12/2005 (4:30 pm)
Vehicle::updatePos - Physics clock too fast Quote: [i]One statement did catch my eye "Either way, both client and server seem to be keeping accu... read more 01/09/2005 (3:39 pm)
Vehicle::updatePos - Physics clock too fast Oops, missed a piece of the puzzle... AdvanceObjects() is only called once per 32 milliseconds (w... read more 01/07/2005 (6:49 pm)
Vehicle::updatePos - Physics clock too fast Regarding the difference in the "targetTick = ..." lines in advanceServerTime and advanceClientTime ... read more 01/07/2005 (6:28 pm)
Vehicle::updatePos - Physics clock too fast I hope you're not expecting too much from me.. Note that I'm not associated with GG in any way, apar... read more 01/05/2005 (1:28 pm)
Vehicle::updatePos - Physics clock too fast What I just did that made me rethink this: Add to vehicle.cc @ line 602: (after the "if(mDelta..)... read more 01/05/2005 (10:20 am)
Vehicle::updatePos - Physics clock too fast Upon further investigation, it seems I was somewhat mistaken. I think the physics are only duplicate... read more 01/05/2005 (10:10 am)
Vehicle::updatePos - Physics clock too fast Answer: For a pure single player game, yes, it is a waste of cpu time. (edit: oops, not so much as ... read more 01/05/2005 (9:58 am)
Vehicle::updatePos - Physics clock too fast Vehicle physics are processed separately on both client and server. I believe the intent is to produ... read more 01/05/2005 (8:16 am)
Finding Vehicle Mount Positions Dirk, yes and no. I had every intention of releasing it, but I haven't quite gotten around to "finis... read more 11/23/2004 (10:46 am)
Finding Vehicle Mount Positions Um, see, my models weren't created in Max. They were made in Wings3D, exported to OBJ format, and co... read more 11/22/2004 (9:07 pm)
Finding Vehicle Mount Positions I [i]think[/i] capitalization does matter, but I'm pretty sure "mount" in all lower case is correct.... read more 11/22/2004 (12:00 pm)
Finding Vehicle Mount Positions One more thought: You said you have a mount0, mount8, and mount9? My function does not care what you... read more 11/21/2004 (8:45 pm)
Finding Vehicle Mount Positions Regarding your data block question: No, I highly doubt anything in your datablock could interfere wi... read more 11/21/2004 (8:36 pm)
Finding Vehicle Mount Positions How strange. In truth, I've never tried this with a "mount#" node, only my own nodes "gunPoint#". Ho... read more 11/21/2004 (8:30 pm)
Finding Vehicle Mount Positions I needed something similar for one of my projects. After a bit of searching I could find no console ... read more 11/21/2004 (3:10 pm)
TGE 1.3 errors... Since the code blocks don't seem to work properly for me (they're inserting line breaks where they s... read more 10/13/2004 (4:26 pm)
TGE 1.3 errors... I'm afraid the code I posted got a bit mangled. Let me see if I can get it to post correctly... ... read more 10/13/2004 (4:21 pm)
TGE 1.3 errors... That would seem to support my theory. The racing demo afaik uses no explosions, but the fps demo doe... read more 09/22/2004 (3:06 pm)
TGE 1.3 errors... I recently found a bug in explosion.cc that may be responsible for this. On line 1030 there's a ... read more 09/22/2004 (12:01 pm)
Perspective You might try narrowing the field of view. You can use the console command setFov(#); where # is the... read more 09/22/2004 (3:07 am)
Yet another Vehicle question... Flyer calls vehicle calls shapebase, yes. So flying vehicles inherit their drag and density variable... read more 09/18/2004 (5:22 am)
Yet another Vehicle question... They're part of ShapeBase, from which the Vehicle classes are derived. Vehicle.cc calls parent::pac... read more 09/17/2004 (11:19 pm)
-show notthing show Certainly looks like a bug to me. It seems "leftRight", "topBottom", and "ortho" were added to "stru... read more 09/15/2004 (12:19 am)
Imager 2k4 Http://www.imagemagick.org/ I'm not endorsing ImageMagick. I've never used it so I have no idea ... read more 08/28/2004 (9:36 am)
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