Game Development Community

Luigi Rosso's Forum Posts

Thread Post Date Posted
User Account Synchronization Hi Ted, Sounds interesting. However, we need the in game api in order to provide things like sho... read more 12/16/2009 (5:37 pm)
User Account Synchronization Hi Ted, I still haven't received anything, did you try to send it again? Best, Luigi... read more 12/11/2009 (4:33 pm)
Torque 3D fails on execution via Remote Desktop Vista and Windows 7 should support software rendering of D3D10 on the remote desktop. It'll be supe... read more 12/09/2009 (4:39 pm)
Could Garage produce a Total war / Empre building type game? It's definitely possible to do everything you're looking for. It will take some investment of your ... read more 12/09/2009 (2:49 am)
Mulit-Player None of the Torque engines compile to Flash. They're not designed for this, they are very different... read more 12/09/2009 (2:31 am)
User Account Synchronization Hi Ted, I didn't receive any emails on this subject! My junk box is empty, and my spam filtering... read more 12/08/2009 (1:30 pm)
Torque3D and Unity's New Pricing I believe I'm a Torque "regular". I don't participate a lot with the community but I have... read more 11/08/2009 (5:01 pm)
What would you like to see addressed in Torque 3D? I think the most important thing I'd like to see addressed is the rigid body collision and response.... read more 07/16/2009 (11:04 am)
BackBuffer Refraction I posted the code in the private forums here: [url]http://www.garagegames.com/mg/forums/result.thre... read more 02/29/2008 (11:45 am)
BackBuffer Refraction Alex, I ended up piggybacking the alpha marking with the Decal render bins. This actually saved ... read more 02/27/2008 (1:38 pm)
BackBuffer Refraction Thanks Alex, I replaced the conditional with lerp. I noticed that now the glow effects don't w... read more 02/27/2008 (11:44 am)
BackBuffer Refraction Hi Stefan, I actually didn't implement the Oblique Frustum Clipping method, I did the method Alex... read more 02/27/2008 (10:30 am)
BackBuffer Refraction Works great!! Thanks for the recommendation Alex! [url]http://www.realityslip.com/clean.jpg[/url... read more 02/27/2008 (9:48 am)
BackBuffer Refraction Whoops spent too much time typing :-)... read more 02/26/2008 (3:42 pm)
BackBuffer Refraction Hey Stefan, I used that technique in another OpenGL engine. It worked out well. You can find in... read more 02/26/2008 (3:40 pm)
BackBuffer Refraction Thanks Alex, That's a good solution and a lot more efficient than the ones I was thinking about.... read more 02/26/2008 (2:07 pm)
Multi-Texture Support I'm not sure what you mean. You can do any alpha blending you want without multitexture. With mult... read more 08/04/2004 (8:11 pm)
Multi-Texture Support Torque does natively support the multitexture extensions. The interiors use multitexture (for vario... read more 08/02/2004 (8:23 pm)
Local Angular Velocity Seems like Torque is using the euler method. The 3 floating point units for the velocity vector def... read more 07/17/2004 (2:18 pm)
Local Angular Velocity Ok, sorry if that was hard to understand. This is why I don't think the angular velocity is stored ... read more 07/17/2004 (6:49 am)
Local Angular Velocity Thanks Jeremy but that won't work, I need to calculate exact orientation angles for the rigid body w... read more 07/16/2004 (6:36 pm)
Torquescript syntax question The class is actually ScriptObject while AIManager is the object. If there were two instances of AI... read more 06/21/2004 (9:06 pm)
Heres A Brain Jerker!!! I haven't seen the new map file system but that sounds like something you should check up on. The... read more 06/01/2004 (4:43 am)
Heres A Brain Jerker!!! From what I can see (based on the limited knowledge I have of the .map format), it looks like your b... read more 05/31/2004 (7:50 pm)
Newton help.... NPhysicsWorld is an instance of NWorld and it gets defined every time you include this file. Either... read more 05/14/2004 (3:17 am)
OpenGL Fog Thanks for support anyway, most appreciated. I'll try with some simpler objects and see if I can fin... read more 04/18/2004 (7:51 am)
OpenGL Fog Here's my frustum setup, fog, and transformation code: [code] // state is a SceneState pointe... read more 04/17/2004 (10:24 am)
OpenGL Fog It's hard to show this with static images. What basically seems to be happening is that the fog i... read more 04/17/2004 (6:26 am)
OpenGL Fog I was pretty stumped too :) That's why I was considering Torque's coordinate system as a possible "r... read more 04/16/2004 (3:40 pm)
OpenGL Fog I don't do anything particular in setting up the transformations. I had this running in a small tes... read more 04/16/2004 (4:00 am)
Terrain deform: Work on client & server. But not dedicated! Hey you're absolutely right, I had not thought that through properly. Good luck, I'll post if I t... read more 04/12/2004 (8:02 pm)
Terrain deform: Work on client & server. But not dedicated! What initially comes to mind is that you're likely not synchronizing the client and server properly.... read more 04/11/2004 (4:52 am)
Novodex physics integration?! Oh interesting, I'd seen their post on the flipcode forums a few weeks ago and contacted them to get... read more 03/12/2004 (1:29 am)
Editing a published game?!! I haven't taken a look at the actual ML (mission lighting?) file generation process but here's an ed... read more 01/27/2004 (7:09 am)
Cipher Game Engine changes hands As far as the site is concerned, yes there are considerable similarities but I've got too agree that... read more 06/05/2003 (5:07 am)
gcc3.2 oddness I do use PHP for web development (simple and powerful) but certain costly operations (for example se... read more 05/02/2003 (3:10 am)
making bright objects like the tribes2 blaster projectile This may be obvious but...have you tried additive blending? glBlendFunc(GL_ONE,GL_ONE);... read more 05/01/2003 (2:18 pm)
Trail Effects from Tribes 2 The streak was a model only for the Disclauncher's disc it was an engine side effect for the invento... read more 04/22/2003 (3:22 pm)
I dont understand something? Yep that sounds perfectly right. And remember most of the game logic is programmed via script so n... read more 04/22/2003 (5:45 am)
Fellow countryman ... Lived there for four years and as a kid (but I'm Italian). I graduated from the International Schoo... read more 04/19/2003 (2:47 am)
Massive mistake, but where? The player model file contains no animations. It's just the skeleton skinned with the mesh. The an... read more 04/03/2003 (5:02 am)
Trail Effects from Tribes 2 I actually ended up doing this... For the station, I simply stored an array of positions for the ... read more 03/21/2003 (1:08 am)
collision - is this possible with 12? Here's what I'd try (supposing you implement hitboxes similar to how I did, there's a tutorial up on... read more 01/31/2003 (4:42 pm)
gcc3.2 oddness I managed to get it to work, simply told it to link the mysql++ lib. I'd incorrectly assumed the he... read more 01/31/2003 (3:30 am)
gcc3.2 oddness I'm doing everything as root. I'd already resolved /usr/local/lib/ and that fixed the shared librar... read more 01/31/2003 (1:56 am)
gcc3.2 oddness Excellent! I'd tried adding /usr/local/lib to my ld.so.conf file. But I didn't know how to make the... read more 01/30/2003 (6:53 pm)
Turrets? Hi Anthony, I've posted the source code and a brief description on my site. Click [url=cirrus.re... read more 01/27/2003 (3:23 pm)
Turrets? Back a long time ago (last March I think it was) I heavily modified the player class to work as a Tu... read more 01/27/2003 (12:49 am)
Character Animation - the spine Thanks for all the help and suggestions! I'll be trying some of these out as soon as I can free up ... read more 01/01/2003 (2:10 pm)
Placing Items 'Items' can't be rotated unless you check the 'static' checkbox. And even in that case I think you ... read more 11/22/2002 (12:57 am)
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