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Henry Todd's Forum Posts

Thread Post Date Posted
Enable Mouse Cursor You can use Canvas.cursorOn() and Canvas.cursorOff() in any client-side script to enable/disable the... read more 12/07/2010 (7:44 pm)
T3D 1.1b3 multiple animated TSStatic kills FPS - NOT A BUG I don't have any specific ideas about your issue that Ivan hasn't already suggested, however wheneve... read more 12/07/2010 (7:33 am)
Hitting Collision? I should mention that my "HBA192" only works because I have a detail level 192 in my model... read more 12/07/2010 (7:16 am)
[1.1b2] Vehicle camera disabled and bug with Player::setControlObject() I believe the camera setup was intentional, when mounting a Player you retain the Player's PoV. If y... read more 12/06/2010 (9:07 pm)
Sweet Parallax Terrain Materials Pack? Great looking stuff... my attempts at parallax work haven't even been close to that. Especially impr... read more 12/06/2010 (8:49 pm)
Hitting Collision? Okay, here's an updated version of the castRay function for Vehicles. Again, there's no castRay func... read more 12/06/2010 (8:22 pm)
is the physX demo GPU or CPU driven? is it changeable? To be honest the only method I know of seeing if PhysX is in GPU mode is to go to the NV CP, click o... read more 12/06/2010 (12:38 am)
Hitting Collision? The T3D version of the resource uses HBA0, HBB0, etc. Apparently there was some change made that mad... read more 12/05/2010 (11:40 pm)
Hitting Collision? [quote]Ok I made the script changes then made the code changes. C++ changes Built, but when aiming a... read more 12/05/2010 (9:01 pm)
is the physX demo GPU or CPU driven? is it changeable? I think the big performance improvements show up when you actually get 1000's of physics objects in ... read more 12/05/2010 (5:40 pm)
the console call for rendering collisions? One of the debug rendering mode in the editor is "Player Collision" which shows collision ... read more 12/05/2010 (9:29 am)
is the physX demo GPU or CPU driven? is it changeable? On line 85 of pxWorld.cpp I found this: sceneDesc.simType = NX_SIMULATION_SW; // [9/28/2009 Pat] ... read more 12/05/2010 (9:24 am)
mountObject working?? That sounds a bit more difficult but should be doable. The best case scenario would be that you actu... read more 12/05/2010 (8:55 am)
Hitting Collision? ...I assume you're making your wall test model a Player object since you mentioned bodyparts. But ju... read more 12/05/2010 (8:15 am)
Hitting Collision? I'll probably have to split this into two posts. Anyway as far as dealing with the data the exisitng... read more 12/05/2010 (7:44 am)
Hitting Collision? You'll have to use the new Callback system instead of the old executef method. Here's what I did: ... read more 12/04/2010 (7:37 pm)
mountObject working?? I don't have any problems with mountObject, in my case specifically mounting Turrets (from Paul Dana... read more 12/04/2010 (7:23 pm)
Farewell Tribes, you returned to us so briefly Yeah, I just read a similar story on Kotaku and popped in here to see if it'd been mentioned by anyo... read more 10/26/2010 (7:08 am)
Asking for the PhysX.cs file? I don't have any of the 1.0.x release versions installed anymore but I did scan a copy of 1.0 beta 2... read more 10/11/2010 (1:30 pm)
Need clarification on correctMuzzleVector/eyeOffset ... As far as seeing the Player's feet/hands, generally if you're using eyeOffset you'd want to turn the... read more 10/11/2010 (1:15 pm)
Need clarification on correctMuzzleVector/eyeOffset ... eyeOffset is used to place the weapon model when in first person. If not specified, the weapon will ... read more 10/11/2010 (10:03 am)
How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver ***EDIT: I just posted another huge thing as a triple-post (which I was about to upgrade to a quad-p... read more 10/11/2010 (6:16 am)
How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver ((Long-form discussion of Rigid solvers moved to blog, see link below))... read more 10/10/2010 (9:38 am)
How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver ((Long-form discussion of Rigid solvers moved to Blog, see post below))... read more 10/10/2010 (9:37 am)
How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver Whoops! I forgot about that call to queueCollision and the return value. Updated the OP to correctly... read more 10/08/2010 (12:40 am)
How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver For anyone interested in some "light reading," the Rigid solver is generally considered to... read more 10/07/2010 (10:36 pm)
Dedicated Server and Windows 7 I'm also running a DS on Win7 x64 (the test server from the "Large Scale DS Testing" threa... read more 10/07/2010 (8:34 pm)
why is my ClientGroup.getCount() in startGame 0? I believe that startGame would be called before the engine creates your local client and "conne... read more 10/06/2010 (1:07 am)
Atlas in Torque3D Haven't heard of anyone actually doing this, though I have seen the question asked before... I can't... read more 10/05/2010 (9:32 pm)
Large Scale Dedicated Server Testing? I'll be doing the same unless my system explodes or otherwise fails horribly. I've added a vehic... read more 10/04/2010 (2:33 am)
Implementing a Paging System for Coordinates It's just an inherent issue with floating points, yeah. You can definitely do as you suggested, a... read more 10/03/2010 (11:41 pm)
Large Scale Dedicated Server Testing? I'm bumping this nearly year-old thread because I'd still like to do some stock DS testing regardles... read more 10/03/2010 (10:58 pm)
Implementing a Paging System for Coordinates I've started looking into this and eventually tabled it half a dozen times now. I built a simple tes... read more 10/03/2010 (10:19 pm)
T3D 1.1 Beta 3 - Shoot on water freezes for a few seconds As I understand it, the crash bug was fixed, but no one's been able to track down the source of the ... read more 10/03/2010 (9:19 pm)
New weapon pick up problem with dedicated server **Updated after I got home and could look at the script scripts/server/inventory.cs, In the func... read more 10/03/2010 (9:04 pm)
T3D 1.1 Beta 2 - Use Side Projection Broken on Diffuse Maps - NOT A BUG This isn't the answer you're looking for, but I still thought I'd suggest some practical solutions t... read more 08/30/2010 (12:01 am)
CameraShake - What's the goal of this new class? I'd like to hope that this would eventually be expanded to work like Source's "viewPunch" ... read more 08/28/2010 (8:32 pm)
Sahara Discussion Thread Having trouble fitting this into an edit on my last reply, so.. stack trace!! [code]> Q11a_DEB... read more 08/26/2010 (9:50 pm)
Sahara Discussion Thread This might not be the best time considering your current tripple-combo of kidney stones, vacation, a... read more 08/26/2010 (9:02 pm)
Sahara Discussion Thread Really enjoying this so far. I've mainly been focusing on snow at the moment, but I can see tons of ... read more 08/25/2010 (10:28 am)
impulse on XY only issue (done) Impulse is a force vector, so really you just want to make sure that you always manually set the Z c... read more 08/14/2010 (9:03 pm)
T3D 1.1 Beta 2 - When shooting close, effects might not aperar - RESOLVED You're quite right, actually. The setHidden change is apparently what introduced this behavior in th... read more 08/10/2010 (8:46 pm)
T3D 1.1 Beta2 (and all previous versions) - projectiles network their position and velocity twice when created - RESOLVED Nice catch. Doubling up this data doesn't sound like a lot, but in multiplayer with tons of projecti... read more 08/10/2010 (7:45 pm)
Help making a multimesh model into single mesh Here's the first thing I found when searching... I remember reading this tutorial when I was first g... read more 08/08/2010 (8:46 pm)
T3D 1.1BETA 1, 2 and 3 BLUE SCREEN OF DOOM! Possibly reflections - RESOLVED This thread has been tagged as resolved, however I can still reproduce this effect 1.1B2 fairly easi... read more 08/08/2010 (8:02 am)
Crouch Logic Problem When it's using a physics plugin, the work of checking to see if the Player can crouch/uncrouch seem... read more 08/07/2010 (6:53 pm)
Crouch Logic Problem Sorry for the bump/double post, but I figured some people might like to know that this was available... read more 08/07/2010 (6:11 pm)
T3D 1.1 Beta 2 - When shooting close, effects might not aperar - RESOLVED @Julian When you're messing w/ packet sizes as Steve suggested you might try turning on metrics(&qu... read more 08/07/2010 (5:18 pm)
How can i use hardware instancing in Beta2? Didn't expect it, but I'm also seeing an FPS improvement when I explicitly disable instancing. Re... read more 08/07/2010 (2:53 am)
T3D 1.1 Beta 2 - Poor frame rate until sound is played - RESOLVED I was going to post my console output from sfxAutodetect() on this, but it's literally identical to ... read more 08/07/2010 (1:55 am)