JeffH's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| How do I create a build without releasing script source code? | having that exposed is very bad. For example, you could write any function you ever wanted too, and... read more | 02/27/2014 (11:53 am) |
| Implementing a new input device. | Threading seems to be the better option.... read more | 02/26/2014 (2:44 pm) |
| How do I create a build without releasing script source code? | Richard you could also just shove the ts code directly into the engine and obfuscate it or something... read more | 02/25/2014 (6:03 pm) |
| Torque3D OSX Status | Tim, I'll get Glenn S to report back to you sometime in the next couple days to test this out (mac b... read more | 02/25/2014 (1:36 pm) |
| How did you find garagegames? | Marble Blast modding, took part in making multiplayer for Marble Blast Platinum (don't work on it an... read more | 02/24/2014 (8:01 pm) |
| Torque3D OSX Status | Awesome work Tim, please do keep us up to date. For the osx 3.2 port, are you going to eventually M... read more | 02/24/2014 (2:15 pm) |
| T3D DX10 and DX11 | I think a proper openGL (like Luis and Mr. Tim above here) have been working on is much more importa... read more | 02/24/2014 (2:13 pm) |
| containerRayCast troubles with new object type | good luck on your project, I'm making a game in Torque3D myself but won't go into detail at this tim... read more | 02/22/2014 (1:42 pm) |
| containerRayCast troubles with new object type | Heh, sorry I assumed from the beginning you were using a mesh. Yeah, its silly like that. If you ar... read more | 02/22/2014 (11:01 am) |
| containerRayCast troubles with new object type | Really odd as I have exposed new types and they've worked fine. Just another basic question so we... read more | 02/22/2014 (10:31 am) |
| containerRayCast troubles with new object type | you did expose $TypeMasks::TileObjectType to script right? The engine won't automatically do it.... read more | 02/22/2014 (10:07 am) |
| Torque3D OSX Status | Awesome to hear tim!... read more | 02/20/2014 (11:59 am) |
| PhysX 3.x Plugin | Working on triangle mesh based materials again, may have figured out the issue, I'll keep ya up to d... read more | 02/19/2014 (7:45 pm) |
| Torque3D OSX Status | Believe me I'd rather have opengl 3.2 also. However, not gonna complain about it because we wouldn'... read more | 02/19/2014 (3:05 pm) |
| Torque3D Linux Status | Okay, thanks Tim, the same here too if we come up with a fix.... read more | 02/18/2014 (7:29 pm) |
| Torque3D Linux Status | @Tim did you happen to try advanced lighting on osx? https://github.com/LuisAntonRebollo/Torque3D... read more | 02/18/2014 (6:39 pm) |
| Physx 2.8.4.6 | I just wanted to say that the physX 3.3 sdk that is being supported over there in that post that Ric... read more | 02/16/2014 (9:06 am) |
| PhysX 3.x Plugin | I would but unfortunatly I found a bad bug, some of the materials are actually not setting to the ri... read more | 02/15/2014 (9:10 pm) |
| PhysX 3.x Plugin | While Timmy has been on break, I've been doing stuff related to the plugin. I revamped the materi... read more | 02/15/2014 (7:17 pm) |
| About T3D Steering Committee (01/2014) | congrats to the new steering committee!... read more | 02/13/2014 (2:41 pm) |
| gameTSCtrl - unnecessary code in ::onRender ? | My main point was just asking if it was even necessary to keep any of that and instead just reduce i... read more | 02/12/2014 (2:14 pm) |
| gameTSCtrl - unnecessary code in ::onRender ? | I love it when i see if statements that always result in true or false :P Okay, thanks robert.... read more | 02/12/2014 (11:00 am) |
| Torque3D OpenGL Status | @timmy and Luis I dont think openGL 4.x is supported on OSX, so something to consider.... read more | 02/10/2014 (8:29 am) |
| ContainerRayCast and Physx | what is the typemask you are specifying? They are a child class of gamebase. Try using the $Type... read more | 02/09/2014 (6:07 pm) |
| PhysX 3.x Plugin | awesome timmy! Thanks again for your hard work. I might not download <that> part that deals w... read more | 02/04/2014 (5:59 pm) |
| PhysX 3.x Plugin | bullet CCD is pretty crappy. last time i used it in Torque3D, my sphere hit the ground with a HUGE ... read more | 02/04/2014 (3:33 pm) |
| PhysX 3.x Plugin | When i did the physX CCD for 2.x, i did it on a per object basis. My suggestion is in the shape dat... read more | 02/04/2014 (12:28 pm) |
| Implementing Mantle | Agree with Nathan Martin, OpenGL should be primary focus. Instead of implementing this, how about a... read more | 02/04/2014 (12:03 pm) |
| PhysX 3.x Plugin | We are using Luis's openGL port in our engine. I have reported a few bugs dealing with openGL throu... read more | 02/03/2014 (6:14 pm) |
| PhysX 3.x Plugin | Got it to work, thanks so much! To make sure it was simulating i put a printf in the simulation s... read more | 02/03/2014 (4:39 pm) |
| PhysX 3.x Plugin | K thanks, I was looking at the documentation also, said what you said Andy. @Timmy or Andy, I'm h... read more | 02/03/2014 (3:52 pm) |
| PhysX 3.x Plugin | I was just wondering how the CCD is in PhysX 3.3. I know in 2.8.4 CCD worked well in Torque (added ... read more | 02/03/2014 (9:35 am) |
| 2 Element Vector Math [Solved] | you can also just edit the components of a vector: %pos = %obj.getPosition(); %pos.x -= 2; Th... read more | 12/14/2013 (9:26 am) |
| Where can I get this | There is a resource by Shannon Scaravi for TGE and TGEA PhysX integration, search it up on this webs... read more | 12/07/2013 (7:41 pm) |
| DOS commands | try compiling your .bat file into a .exe and use shellExecute() to call an external exe, I believe y... read more | 12/07/2013 (2:53 pm) |
| Torque3D OpenGL Status | Please do stick with glsl and hlsl please. Thanks again for the update AGAIN you are awesome lu... read more | 12/04/2013 (1:33 pm) |
| Torque3D OpenGL Status | Luis, this is awesome. I'll be testing this soon, I've been using your port ant its been working ... read more | 12/03/2013 (4:37 pm) |
| From a Quake map to Torque3D | It would be nice to have a map2dts program, or upgrade constructor to export to dts, that way Torque... read more | 12/02/2013 (4:06 pm) |
| Lag compensation? | It might be old but it is still effective and to my knowledge is what the current codebase uses. Al... read more | 12/02/2013 (9:41 am) |
| Allow ML control chars in chat | [code]%pos = %obj.getPosition(); %check = %obj2.getPosition(); if (vectorDist(%pos, %check) < 0... read more | 11/30/2013 (11:59 am) |
| Allow ML control chars in chat | Make a custom chathud that is based around GuiMLTextCtrl. Then you could just make a function like ... read more | 11/28/2013 (8:01 am) |
| Torque 3D 1.2 RTS Prototype - suggestions please. | Yes I would use DefineEngineFunction, unless you want to use the old macro ConsoleFunction :P... read more | 11/26/2013 (8:10 pm) |
| Torque 3D 1.2 RTS Prototype - suggestions please. | Ya you combined C++ and TS together :P You could expose the drawRectangle function to script howe... read more | 11/26/2013 (2:30 pm) |
| A TorqueScript (pre)compiler - anybody interested? | @Daniel nope, actually if you had a previous definition of Player::bleh() it would just call that. ... read more | 11/24/2013 (8:52 am) |
| A TorqueScript (pre)compiler - anybody interested? | [quote]But wait, can namespaced (i.e. method) functions be packaged? I've forgotten. If so, you'd ne... read more | 11/22/2013 (6:32 pm) |
| "BitStream::readClassId - unexpected class ID!" | @Robert I found out that wasn't the problem. The issue was my custom PathMarker/PathMarkerData clas... read more | 11/21/2013 (3:14 pm) |
| "BitStream::readClassId - unexpected class ID!" | Reply to above: yep, it was that class, but I don't see what is possibly wrong with it, here is t... read more | 11/18/2013 (7:01 pm) |
| "BitStream::readClassId - unexpected class ID!" | Just checked and found this: c:\users\jeff\desktop\my svn\marblegame\engine\source\t3d\gamebase\g... read more | 11/18/2013 (6:55 pm) |
| "BitStream::readClassId - unexpected class ID!" | Yes I did actually. I actually modified the NetObject namespace of those so that I could have a scri... read more | 11/18/2013 (6:03 pm) |
| Torque3D Linux Status | Luis let us know when you update, I'll be sure to test it to tell ya what I see. c:... read more | 11/18/2013 (12:06 pm) |