Game Development Community

James Ford's Forum Posts

Thread Post Date Posted
Performance problems when objects are moving Ok if Torque is just acting as a renderer and the client is only a camera but not driving, then this... read more 12/04/2009 (8:34 pm)
[T3D 1.1a Bug] River causes infinite loop online Thank you, logging for investigation THREED-821.... read more 12/02/2009 (3:10 pm)
physXStream These were made using Max and a (free) PhysX plugin. This process is described in the PxMultiActor d... read more 12/02/2009 (3:04 pm)
For Torsion: Copy Game exe to Game Path AFTER project has been created? You can control which example it runs from a single executable by settings the main.cs path ( in the... read more 12/02/2009 (2:59 pm)
Performance problems when objects are moving These three papers linked on Tom's page are the must reads: The TRIBES Engine Networking Model ( ... read more 12/02/2009 (2:39 pm)
Performance problems when objects are moving Here is a collection of [url=http://www.pingz.com/2009/11/networking-for-games/]game networking pape... read more 12/01/2009 (3:34 pm)
[T3D 1.1a Bug] River causes infinite loop online Have you made any changes to River or WaterObject? In particular its pack/unpack? BTW mMaxDivisi... read more 12/01/2009 (2:59 pm)
Performance problems when objects are moving I apologize for the long stream of questions that follow, but I cannot really tell what architecture... read more 12/01/2009 (2:51 pm)
[T3D 1.1a Bug] River causes infinite loop online This only happens on the client side because the server does not execute this code ( server does not... read more 11/30/2009 (8:37 pm)
[T3D 1.1a Bug] Transparent objects from under water don't seem to render properly - RESOLVED What type of objects are these? ForestItems?... read more 11/30/2009 (8:32 pm)
T3D 1.1A - Adjusting view Distance on ground cover Oh if you are using meshes in your GroundCover they need to have an autobillboard node. Probably tha... read more 11/29/2009 (5:14 pm)
T3D 1.1A - Adjusting view Distance on ground cover They should be fizzling in/out rather than literally popping as they did prior to 1.1a. I believe th... read more 11/29/2009 (5:12 pm)
How can I mount renderShapeExample? Item/ItemData is what you see when a weapon is lying on the ground ( or a healthpack etc ). They wil... read more 11/29/2009 (3:17 am)
How can I mount renderShapeExample? What do you mean by called twice? The actual dts mesh is loaded from disk only once and resides in S... read more 11/29/2009 (12:48 am)
multiusers problem in T3D Sounds like your client failed mission download, which is often caused by one of these: 1. A databl... read more 11/29/2009 (12:28 am)
Forest Kit Animated trees with wind force? Trees are not breakable, please disregard that field, sorry.... read more 11/28/2009 (7:04 pm)
How can I mount renderShapeExample? ShapeBaseImageData might be named as if it is general purpose but it's really not, it's a weapon. I ... read more 11/28/2009 (7:00 pm)
TGEA 1.7.1 (and all prev + TGE) Recoil broken + fix NA... read more 11/28/2009 (4:28 pm)
"Brightness" value is not working with the ScatterSky - RESOLVED Checked in this change, thanks guys.... read more 11/28/2009 (4:25 pm)
RESOLVED [ancient issue] stateRecoil is always last recoil anim listed That looks to be leaking TSThreads... It should just need one thread but set the proper sequence and... read more 11/28/2009 (4:08 pm)
[Bug 1.0.1] RenderTranslucentMgr improperly skips fading objects Hum, with this technique you are limited to turning pixels on or off, so all you have to work with t... read more 11/28/2009 (3:12 pm)
Having a problem with collision @Jim Forest collision issue [url=http://www.garagegames.com/community/forums/viewthread/106189]soun... read more 11/28/2009 (12:16 pm)
[Bug 1.0.1] RenderTranslucentMgr improperly skips fading objects Increasing the resolution of fizz_noise would make it repeat less noticeable but to actually get fin... read more 11/28/2009 (12:09 pm)
SimObject vs DataBlock uses Stretching / scaling of a grid texture is going to affect the width and quality of the lines. Ass... read more 11/27/2009 (5:02 pm)
100$ is it really worth it? If you want to get into video game art owning a game engine is not required, you can start teaching ... read more 11/27/2009 (4:56 pm)
Performance problems when objects are moving In that situation I suppose you might as well make use of the higher resolution data. What type of o... read more 11/27/2009 (3:17 pm)
Freelook mouse problem I have had what Chris describes happen to me while playing pc games, though not in Torque. I tracked... read more 11/27/2009 (1:25 am)
Mounting problems When you create your VehicleData give its category field the value "Vehicle" and it will a... read more 11/27/2009 (1:16 am)
how can i make fog area? If you are using ScatterSky there is a field I believe called renderBanHeight which you can use to a... read more 11/27/2009 (1:13 am)
Forests and Precipitation performance issues - RESOLVED This problem will be fixed for 1.1b when Forest::castRay is fully implemented instead of always redi... read more 11/27/2009 (1:07 am)
Performance problems when objects are moving Did you mean that it derives from ShapeBase? ShapeBaseData is a datablock and does not receive ticks... read more 11/27/2009 (12:54 am)
forest editor and the new bullet implementation Just as clarification, having an nvida card is not required to use physx or apex. The benefit of hav... read more 11/24/2009 (4:34 pm)
SpaceNavigator with T3D - possible ? I would suspect that this device is detected by windows as a joystick or gamepad as some combination... read more 11/23/2009 (4:02 pm)
[1.1 Alpha Bug] Scattersky moon rotates with camera. Currently it is only implemented as stationary. Often for gameplay reasons you do not want night... read more 11/23/2009 (3:53 pm)
[1.1 Alpha Bug] Scattersky moon rotates with camera. Assigning this bug to myself, will look into it.... read more 11/23/2009 (2:58 pm)
Gui Editor Control Pallet changes in 1.1 Alpha Isn't the order they are in now arbitrary? Why wouldn't we default to alphabetical order always?... read more 11/23/2009 (1:42 pm)
Draw Primitive From Script It is fine to define the callback there but don't create the object there. Please try what I suggest... read more 11/23/2009 (1:40 pm)
Draw Primitive From Script At what point are you creating the object? Are you creating it before a level is loaded? Because Mis... read more 11/23/2009 (12:44 pm)
forest editor and the new bullet implementation The Forest Editor does not depend on any particular PhysicsPlugin, at least it shouldn't. The For... read more 11/22/2009 (7:04 pm)
Large blocks of forest being culled incorrectly Please read [url=http://www.garagegames.com/community/forums/viewthread/106189]this thread[/url]. So... read more 11/22/2009 (6:41 pm)
READ THIS. 1.1a Installer Updated. Editing my initial post and the thread name to be more useful.... read more 11/22/2009 (6:39 pm)
READ THIS. 1.1a Installer Updated. The installer was updated around Friday night.... read more 11/22/2009 (6:33 pm)
values in ProcessTick not consistent Not directly related but something to keep in mind is that script callbacks like Armor::onAdd, onCol... read more 11/22/2009 (6:07 pm)
READ THIS. 1.1a Installer Updated. I have heard that the installer has been updated but I am downloading it now to verify.... read more 11/22/2009 (5:52 pm)
values in ProcessTick not consistent Preprender will be called for not just the local-client but also other Player objects which have bee... read more 11/22/2009 (5:47 pm)
Draw Primitive From Script You can create a SimGroup from the WorldEditor via the "new group" button above the scene ... read more 11/22/2009 (4:15 pm)
Draw Primitive From Script Take a look at DrawUtil.h, it has some goodies for you to play with. Also the DebugDraw class was us... read more 11/21/2009 (11:23 pm)
values in ProcessTick not consistent Yeah it will probably lead the player or at least be jerky if you only do it in processTick. You ... read more 11/21/2009 (11:17 pm)
values in ProcessTick not consistent Where are you rendering this from, and how are you getting the start position and vector for the ray... read more 11/21/2009 (5:00 pm)
Calculate an offset to player position in world Generally this is how you convert from object to world space. [code] Point3F offset(x,x,x); // in ... read more 11/21/2009 (4:53 pm)