Game Development Community

LinkPoint coordinate system

by Talcott Langston · in Torque X 2D · 12/05/2008 (5:52 am) · 2 replies

Is there any documentation on how the coordinate system for LinkPoints works? I've got a mothership object with two bay doors mounted on it, and I'd like them to slide open and closed. I had planned to do this by moving their link points, but thought I'd ask how the coordinate system worked (is it world coordinates, local coordinates, what are the min/max X,Y values) before diving in.

And as an aside, GarageGames has done a great thing by making its game engines available at low or no cost to the indie gaming community. I recently bought John Kanalakis' new book and think it's got some great stuff in it - for instance I didn't realize you could use a 3D sprite in a 2D game in TorqueX.

Which brings me to my next point- I didn't know that because it's not listed in the documentation anywhere I could find. GG does great when it comes to tutorials, etc., but one thing I'd love (and happily shell out $$ for if it makes a difference) is just a plain old MSDN-style function reference for the objects in the Torque framework. I guess TDN is supposed to do that, but it doesn't have a whole lot for TorqueX.

#1
12/05/2008 (8:22 am)
Response (second to last post)

@Talcott - Could you post the exact same paragraph here: TorqueX Documentation Feedback Thread
#2
12/08/2008 (1:55 pm)
Gotcha- posted that on the other thread, and I appreciate that documentation of a project of this scale can be a daunting task, and I'd like to say thanks again to all the GG folks for making these tools so readily available. However, can someone answer my question about how the coordinate system of link points works?