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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)
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