James Urquhart's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Oculus Rift DK2 | @CSMP I had it working for the 0.8 sdk here ( https://github.com/jamesu/Torque3D/tree/dx11_oculus... read more | 04/06/2016 (11:31 am) |
| Oculus Rift DK2 | Hey guys, just a heads up - I'm updating the code to work with the d3d11 branch and the latest oculu... read more | 03/19/2016 (3:29 pm) |
| Oculus Rift DK2 | Alternatively I could try and get it working in GL (there is already code for this). I'm not 100% su... read more | 09/24/2015 (11:47 am) |
| Oculus Rift DK2 | Steve, Not sure why that would be crashing. Sounds a bit fishy to me. Unfortunately I cant do ... read more | 09/22/2015 (4:26 pm) |
| CodeBlock::compile - precompile size mismatch | Could you post the code you are compiling somewhere? Sounds like a bug.... read more | 06/01/2015 (2:24 am) |
| Oculus Rift DK2 | @Shae I have yet to write a nice wiki page for this, but the quickstart guide is as follows: 1... read more | 05/25/2015 (11:13 am) |
| Oculus Rift DK2 | Just noticed Oculus have released the 0.6 SDK. Will see about updating the current branch to that re... read more | 05/15/2015 (9:52 am) |
| Oculus Rift DK2 | I've submitted a pull request with the current code, i.e. https://github.com/GarageGames/Torque3D/pu... read more | 05/06/2015 (3:17 pm) |
| Oculus Rift DK2 | I've updated the code so it is based on the latest development branch, which should resolve a few is... read more | 05/05/2015 (3:00 pm) |
| Oculus Rift DK2 | @Steve I\ll see about merging this with the latest development branch. Was holding off for a whil... read more | 04/27/2015 (2:40 pm) |
| Oculus Rift DK2 | @alfalfa barrelDistortionPostEffect.cpp should not be compiled in. I will remove this file from t... read more | 04/26/2015 (11:53 am) |
| Oculus Rift DK2 | @Steve Apologies, I have yet to write install instructions. Basically in order for it to work ... read more | 04/25/2015 (5:03 am) |
| Oculus Rift DK2 | Another update.... I've added support for rendering an offscreen canvas in the centre of the disp... read more | 04/04/2015 (1:20 pm) |
| Oculus Rift DK2 | Pushed an update to the repository which smooths out the movement by using the latest pose data from... read more | 04/02/2015 (2:44 am) |
| Oculus Rift DK2 | @Steve Might not have committed everything, I'll check it out tomorrow. Hopefully should get ever... read more | 03/28/2015 (1:04 pm) |
| Oculus Rift DK2 | Time for another update... After realizing torque already supports off-center projection matrices... read more | 03/20/2015 (11:40 am) |
| Oculus Rift DK2 | Just an update, I've fixed the projection matrix so its pointing the right way. I'm currently changi... read more | 03/17/2015 (4:16 pm) |
| Oculus Rift DK2 | Updated the branch. Rendering now works correctly, though the view is currently offset incorrectly. ... read more | 03/16/2015 (5:21 pm) |
| Oculus Rift DK2 | Rather than keep everyone in the dark I've pushed my current progress to https://github.com/jamesu/T... read more | 03/10/2015 (5:21 pm) |
| Oculus Rift DK2 | @Dan At the moment I'm using extended mode since direct appears to be horribly broken in DX9. Sin... read more | 03/10/2015 (9:01 am) |
| Oculus Rift DK2 | @Daniel Hopefully should be able to "de-hackify" it later. Currently aiming to have ... read more | 03/08/2015 (5:23 pm) |
| Oculus Rift DK2 | @Dan Great to see someone else also on the case! If it would help you I can plonk some of my code... read more | 03/07/2015 (4:03 pm) |
| Oculus Rift DK2 | Jus a little update.... I've fixed the head tracking to work with the new API. Seems to work corr... read more | 03/02/2015 (4:37 pm) |
| Oculus Rift DK2 | @Daniel until I get something working, take everything I say with a pinch of salt. ;)... read more | 02/25/2015 (3:30 pm) |
| Oculus Rift DK2 | Just a little update, there's quite a few hefty API changes with the SDK so I'm having to refactor a... read more | 02/22/2015 (1:50 pm) |
| Oculus Rift DK2 | Hey guys, I'm working on it now. Expect to see some progress by the weekend. ;)... read more | 02/18/2015 (12:41 pm) |
| Windows7 stating T3D is not responding although all is fine | For Cortex we stuck the DisableProcessWindowsGhosting call in Win32WindowManager::Win32WindowManager... read more | 02/18/2015 (7:13 am) |
| T3D1.2: Converting ConsoleMethod to DefineEngineMethod | DefineEngineMethod/DefineConsoleMethod is the new-style binding helper which allows you to bind func... read more | 02/15/2015 (1:50 pm) |
| Writing Unit Tests | Thanks guys!... read more | 02/07/2015 (1:26 pm) |
| LuaPlus binding with Tilde debugger. | @Antony The approach with the T2D lua code was to piggy back onto the existing console function b... read more | 01/02/2015 (1:35 pm) |
| LuaPlus binding with Tilde debugger. | @Lefteris With regard to the scripts being associated with nodes issue, what I think happens in ... read more | 12/27/2014 (6:28 am) |
| LuaPlus binding with Tilde debugger. | @Duion I made a post about a couple of years ago regarding this which led to the console refactor... read more | 12/25/2014 (11:55 am) |
| LuaPlus binding with Tilde debugger. | @Daniel I was referring more to your "it's really not worth our time and effort to maintain ... read more | 12/23/2014 (7:37 am) |
| LuaPlus binding with Tilde debugger. | @Daniel "The engine experience you talk about is evidently subpar" - could you please e... read more | 12/22/2014 (12:38 pm) |
| LuaPlus binding with Tilde debugger. | Yo Antony. As a long term tinkerer of TorqueScript and Torque, my thoughts are as follows. First ... read more | 12/22/2014 (3:54 am) |
| LuaPlus binding with Tilde debugger. | Sounds interesting! Worked on something similar for Torque2D. See https://github.com/jamesu/Torqu... read more | 12/12/2014 (5:25 am) |
| Is Torque 3D Modding Friendly. | Torque3D is quite modding friendly. The core scripting language easily allows you to override behavi... read more | 12/07/2014 (10:39 am) |
| Torque and the FPS Template Debate | My $.02... Torque3D isn't an FPS-centric engine. Reasons being: - Up until a few years ago, yo... read more | 12/07/2014 (10:32 am) |
| The future of the Project Generator | Personally I think the project generator, despite being a bit feature locked (though slightly improv... read more | 11/28/2014 (2:34 pm) |
| Let the flames begin: remove the 'package' keyword from TS | Here's my $.05. Personally I have never used the package keyword inside a torque game. I also hav... read more | 10/29/2014 (9:08 am) |
| Max Draw Calls and Max Vertex Count | While T3D stores indices for models as 32 bits (probably for the collada stuff), it still converts t... read more | 10/21/2014 (11:39 am) |
| iOS 8 compatibility. | @Andrew you still need to factor in the content scale when calculating the viewport and such. Also w... read more | 10/16/2014 (1:07 pm) |
| iOS 8 compatibility. | The iOS code should really be refactored so the resolution is driven from OS events rather than from... read more | 10/15/2014 (10:36 am) |
| iOS device orientation woes (portrait, touch y-transformation) | The way rotation works with view controllers in IOS8 was changed a lot. I wouldn't be surprised if t... read more | 10/09/2014 (1:04 pm) |
| Can I get exact point in time when button was pressed by user? | Input events in Torque3D happen as soon as the input event message is processed by the event loop. A... read more | 10/09/2014 (12:57 pm) |
| Could somebody remind me why we use S32/F32 syntax instead of simple int/float again? | It's much easier to type U32 than "unsigned int" every time you need to use an unsigned 32... read more | 09/27/2014 (1:47 pm) |
| openFileDialog not returning file path | If you can open a file in the world editor, chances are you are setting up the dialog wrong. Examini... read more | 09/07/2014 (5:30 am) |
| Font Characters Extended ASCII Codes | Torque uses UTF-8 formatting for displaying text. You will need to convert code 132 to the equivalen... read more | 08/19/2014 (12:15 pm) |
| Modular Scripting Integration Thread | @daniel The only good thing variadic templates would do is make those long function wrapper templ... read more | 08/14/2014 (5:56 pm) |
| Modular Scripting Integration Thread | @Demolishun From what I gathered engineAPI was at some point supposed to be a replacement for the... read more | 08/14/2014 (3:30 pm) |