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Changes to the move manager in TGEA 1.7.0

by Leo Van Koppen · in Torque Game Engine Advanced · 06/12/2008 (6:26 am) · 1 replies

Last week we've ported our project from TGEA 1.0.3 to TGEA 1.7.0 without all too much problems. Except for one thing that we just cannot get a hold of. The thing is that for TGEA 1.0.3 we've written our own simulation of World of Warcraft controls in TorqueScript. Yet when we've ported the engine to TGEA 1.7.0, the control of the camere behaves weird and....illogical.

The thing is that we've bound our right mouse drag to yaw and pitch, and left mouse drag to yaw and pitch in freelook. In TGEA 1.7.0 the code in TorqueScript still works the same and also generates the right values, but on screen we only get the yaw and pitch at the edge of our Canvas, and not anywhere else in the Canvas. The camera moves a bit and then moves straight back. It does this when we try to reset the cursorposition on the Canvas inside the onRightMouseDragged event.

When looking through the code of TGEA 1.0.3 and TGEA 1.7.0 I've found that there are no real big changes made to the Camera and the Player class that could actually cause this strange behaviour. But when comparing the move management in both versions it became clear to me that the MoveManager has been completely changed. Can anyone please explain what changes are made to the MoveManager and if you have any idea....what change might cause this strange behaviour of our perfectly working controls code in TorqueScript?

Lots of thanks in advance.

#1
06/15/2008 (3:10 am)
Yes, the move management is changed and splitted.
Look at T3D/moveList.cpp
yaw/pitch/roll are controled there.