Clark Fagot's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Accessing the TorqueObjectDatabase | Actually, there is a built in system to set what each player is controlling. The player manager let... read more | 02/05/2007 (11:19 am) |
| Manipulating components after registration | Sounds like the issue is resolved, but as to the original question. There is no way to add or remov... read more | 02/05/2007 (11:13 am) |
| When will TX support shader model v1.1 base requirement like XNA | Yeah, it will. We have fallback support implemented now. What happened was that xna was 2.0 only u... read more | 02/05/2007 (11:08 am) |
| What's the different between ProcessTick and InterpolateTick? | @Robert. Ah, that's right. But it's unnecessary. I removed it for ThinkTanks and dRacer. It is o... read more | 02/05/2007 (11:04 am) |
| TileMap performance | Tilemaps should be faster in the next update. In the beta we were drawing each tile as a separate p... read more | 02/03/2007 (11:26 pm) |
| What's the different between ProcessTick and InterpolateTick? | Glad to help. The reason we don't just store the render position is that it isn't the interpolati... read more | 02/03/2007 (10:06 pm) |
| What's the different between ProcessTick and InterpolateTick? | BTW, I'll leave the TGB thread alone. Although TGB and TX have a common philosophy and history, the... read more | 02/03/2007 (4:33 pm) |
| What's the different between ProcessTick and InterpolateTick? | 1) Yeah, stores previous and current tick. Not quite one tick ahead, though, since if you are rende... read more | 02/03/2007 (4:23 pm) |
| What's the different between ProcessTick and InterpolateTick? | John, good questions. You are on the right track, though. Interpolate tick will interpolate betw... read more | 02/03/2007 (12:46 pm) |
| Collision in mounted objects | @Devboy Yes, I can confirm that collision behavior will change when mounted. What happens is tha... read more | 01/31/2007 (11:14 am) |
| Child objects moving independently of links? | Mounted objects can be rigidly mounted or force mounted. If rigidly mounted -- they are rigidly mou... read more | 01/23/2007 (7:57 pm) |
| TorqueFolder | Actually, it has nothing to do with serialization. The problem with group and set is that although ... read more | 01/23/2007 (7:46 pm) |
| How easily can I implement real-time networking with TorqueX? | @Johnk - (Note: when I say "we" I mean GG, of course. I only worked on billiards a little. Rob... read more | 01/09/2007 (8:08 am) |
| How easily can I implement real-time networking with TorqueX? | @Johnk - you can handle lack of determinism in a couple ways. We actually faced this with our billi... read more | 01/08/2007 (9:19 pm) |
| Way for a component to access variables from another component? |
This:
[code]
TorqueInterface inf = owner.Components.GetInterface |
01/08/2007 (9:02 pm) |
| How easily can I implement real-time networking with TorqueX? | I should also add that turn based networking (which is all scorched earth needs, right?) would be mu... read more | 01/08/2007 (4:52 pm) |
| How easily can I implement real-time networking with TorqueX? | @JohnK - you certainly can interface TorqueX with your own networking layer. How you do it depends ... read more | 01/08/2007 (4:50 pm) |
| How to use the mouse in a TGBX game? | I don't think we have any current samples which use the mouse (we've used the mouse in some old samp... read more | 01/08/2007 (4:43 pm) |
| Way for a component to access variables from another component? | @Brian - might be misunderstanding you, but see the "GetInterfaces" call in my examples above. That... read more | 01/08/2007 (4:36 pm) |
| Way for a component to access variables from another component? | I think you'll probably just have to change the code line by line. Shouldn't be too hard. Just cha... read more | 01/07/2007 (5:08 pm) |
| Way for a component to access variables from another component? | No, I don't think any of the samples do this. Internally they are used in a couple places. E.g., t... read more | 01/07/2007 (3:53 pm) |
| WorldLimit not working correctly | @Laurence - Update on what is going on here: You have a background sprite that covers the whole scr... read more | 01/07/2007 (11:53 am) |
| Way for a component to access variables from another component? | Either looking up the component as you first suggested or using inheritence are good ways to go he... read more | 01/07/2007 (11:44 am) |
| Strange anomaly with object positioning? | @Laurence, does the object have a physics component? If it doesn't, you might try adding one to see... read more | 01/07/2007 (11:36 am) |
| Farseer Physics Engine -- 2D Physics For XNA | @Jeff - if you have any questions about the best approach for inter-operating with TorqueX shoot me ... read more | 01/07/2007 (11:32 am) |
| Tint a Static Sprite? | Yeah, this is definitely a material feature -- i.e., changing the tint of an object should involve c... read more | 01/07/2007 (11:25 am) |
| Trouble Cloning Tilemaps | John, hadn't seen this before now. I'll make sure it gets added to our bug db.... read more | 01/07/2007 (11:18 am) |
| WorldLimit not working correctly | Hey Laurence. Just sent you an email.... read more | 01/04/2007 (11:29 am) |
| WorldLimit not working correctly | Hey guys. Sorry it's been so long...but it was vacation time. Laurence - I tried to replicate wh... read more | 01/02/2007 (11:13 am) |
| Tankbuster bug | Nothing built into the physics component. I believe bombs are dropped out with a little velocity (p... read more | 12/22/2006 (12:25 pm) |
| Tankbuster bug? | Hey guys. Thanks for the heads up. I'll make sure Adam sees this thread (although he's on break in... read more | 12/22/2006 (12:22 pm) |
| Can Tilemaps Have Components? | Sounds like tile maps aren't properly cloning then. They should by design, but looking at them it d... read more | 12/21/2006 (4:54 pm) |
| Can Tilemaps Have Components? | I just tested a tile layer here and it definitely calls _InitComponent (collisions depend on this ha... read more | 12/21/2006 (12:13 pm) |
| Vector Math problem | Ok, tested out your app and I see the effect you are talking about (when turning off the mounting fi... read more | 12/21/2006 (12:02 pm) |
| Can Tilemaps Have Components? | I meant to note a couple things about the tile layers though: 1) They don't currently support rot... read more | 12/21/2006 (11:26 am) |
| Can Tilemaps Have Components? | You can add components to tile layers, or at least you should be able to. How are you determining t... read more | 12/21/2006 (11:20 am) |
| Vector Math problem | I'll look into this more when I get a chance.... read more | 12/20/2006 (10:19 am) |
| Vector Math problem | Perhaps what you are seeing is that the projectile is getting ticked when first added so it's one ti... read more | 12/19/2006 (7:51 pm) |
| Gravity | Force is handled a little differently in TorqueX than it was in TGB. In TGB there were some propert... read more | 12/19/2006 (1:39 pm) |
| Sprite Rotation | Just to add to that, the rotation offset can be useful to mount a number of objects in a circular pa... read more | 12/19/2006 (1:29 pm) |
| Sprite Rotation | Note: when you mount an object you can specify not only a mount point but a rotation and position of... read more | 12/19/2006 (1:25 pm) |
| Any tutorials yet? | Hey guys. Tutorials are definitely something we want and will be working on for final release. Don... read more | 12/19/2006 (1:20 pm) |
| Vector Math problem | The offset is weird. Maybe try turning off collisions on the projectile (I'm wondering if it's coll... read more | 12/18/2006 (8:56 pm) |
| Cookies and Milk | That's TorqueCombat code not engine code. Dave's using cookies to associate data with the controls.... read more | 12/18/2006 (5:45 pm) |
| Internals question | Xavier, I'd love to have numbers for you -- I love good graphs -- but I haven't done any direct comp... read more | 12/18/2006 (11:34 am) |
| Cookies and Milk | Hmmm...not at all following. Can you reference the lines of code you are talking about?... read more | 12/18/2006 (11:09 am) |
| WorldLimit not working correctly | Size and speed shouldn't matter except to the extent that it introduces precision errors. We'll loo... read more | 12/18/2006 (10:51 am) |
| WorldLimit not working correctly | I think space shooter does some non-traditional work in OnPlayerWorldLimit. Normally, one should af... read more | 12/18/2006 (9:45 am) |
| Beta 3 - TGBX not working? | Ok, thanks for checking. Adam knows about this now and will hopefully figure it out.... read more | 12/04/2006 (1:31 pm) |
| Beta 3 - TGBX not working? | Hey Stefan, just for S&G's can you comment setNetPort back in to make sure that's really the problem... read more | 12/04/2006 (12:05 pm) |