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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("IRepairCom... read more 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)