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) |