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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)