Ivan Mandzhukov's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Nintendo: We don't want garage developers | Apple sell far more devices.... read more | 06/19/2013 (5:42 am) |
| Dynamic-decal jittering | In case of Z-fighting,if you render the decal after the terrain without a depth test, this will fix ... read more | 06/08/2013 (1:14 am) |
| what is the concept about "an interpolating object" | Simulation works at 32 Hz, but the fps is varying. Therefore you need interpolation (and extrapolat... read more | 06/07/2013 (1:07 am) |
| Dynamic-decal jittering | Do you update the position on other places like interpolatetick() ?... read more | 06/06/2013 (1:42 am) |
| Screenspace lightning, Wetness and precipitation | Guys, you don't need a gravity map to achieve the wet effect. Creating screen space specular mappi... read more | 06/04/2013 (4:56 am) |
| Vectors in TS | You should avoid vector mathematics in TS for several reasons: - it is a lot slower - you cannot... read more | 05/20/2013 (12:55 am) |
| About Motion Blur in T3D 1.0.1 | Enel, tou should use matPrevScreenToWorld and matScreenToWorld in order to get the velocity offset a... read more | 04/29/2013 (1:43 am) |
| Community to the rescue! Issue with Glow shader on non-full screen rendering | Hey, guys, check the rtParams and especially viewportCoordToRenderTarget() I believe the offset is... read more | 04/29/2013 (1:12 am) |
| What is the significance of "Resetting Transforms" before the character is exported? | Because artists usually do things they should not do. Using of non-uniform scale, mirroring, linkin... read more | 04/25/2013 (1:16 am) |
| Skip to frame for animations. | You can call setPosition() on the animation thread. 0.0 is the beginning, 1.0 is the end of the ani... read more | 04/01/2013 (3:51 am) |
| TSShape instance cast ray | Make sure your node transform is updated (animated). I believe you should call animate() on your ani... read more | 03/25/2013 (6:18 am) |
| Torque3D Performance | Your are losing many draws within the prepass. Move to forward renderer, optimize your graphics and... read more | 03/16/2013 (5:28 am) |
| AI player on path keeps on rotating own axis | You should keep in mind measurement in your game, because destination logic is based on a tolerance ... read more | 03/11/2013 (5:56 am) |
| Splitting Client/Server | The server does not advance animation, but only set animation and player states. The rendering logic... read more | 03/11/2013 (5:52 am) |
| Line Shader? (or how the heck do I draw thick line primitives in T3D?) | Create a vertex buffer with two vertices, the gpu rasterizer should prepare a line for you. Draw th... read more | 01/18/2013 (1:57 am) |
| [solved]I want to disable player-player collision, how can I do it? | Go to player.cpp and remove PlayerObjectType from the collision move mask.... read more | 01/02/2013 (7:14 am) |
| T3D 1.2 (and earlier) - AIPlayers move without animating **Possible Fix included | The solution to fix that was to split the logic of picking an animation. The client ghost has veloc... read more | 11/29/2012 (4:23 am) |
| T3D 1.2 (and earlier) - AIPlayers move without animating **Possible Fix included | The contact timer should be used for the controlling client, not for the client ghost. The client gh... read more | 11/28/2012 (3:36 am) |
| T3D 1.2 (and earlier) - AIPlayers move without animating **Possible Fix included | Adding swimming and jetting is fine. You can send the pose when it is changed, not all the time. S... read more | 11/26/2012 (1:48 am) |
| Player attack animation overwritten by movement (Solved, thanks David) | The ShapeBase animation system can create a new animation thread, but there is no transitioning betw... read more | 11/05/2012 (8:26 am) |
| Player attack animation overwritten by movement (Solved, thanks David) | This is because you have a single action thread, that handles two sequences.And you have to play onl... read more | 10/26/2012 (1:58 am) |
| Torque 3D - About lowering player scale | I had similar problems with falling players when scaled. All I had to do is to reconstruct the obje... read more | 09/24/2012 (11:39 am) |
| Planar Reflection again, doesn't work | You would use the water block to produce a planar reflector.... read more | 09/19/2012 (10:27 am) |
| PathShape resource jitter problems. | No, velocity has noting to do with your problem. You have a Parent node,that controls your transfor... read more | 09/10/2012 (1:16 am) |
| PathShape resource jitter problems. | Your simulation process differently on client and server. I solved that problem 2 years ago, finall... read more | 08/30/2012 (8:12 am) |
| T3D 1.2 - mObjToWorld doesn't properly store objects rotation | Since you have same axis aligned ortho transforms, it is not necessarily that mObjToWorld to apply r... read more | 07/30/2012 (11:29 am) |
| When can I see this feature in T3D? | Not a big deal - volume light and light clippers are slow. We did this in GL,but never used it.... read more | 07/27/2012 (9:25 am) |
| Example of a "Refract" Shader... | In your vertex shader,after transformation, pass float3 ScreenPosition as varying: ScreenPosition =... read more | 07/17/2012 (1:16 am) |
| Example of a "Refract" Shader... | For every texel calculate your vertex screen space coords, then sample your normal map vectors,gener... read more | 07/15/2012 (6:48 am) |
| T3D 1.2 (and earlier) - AIPlayers move without animating **Possible Fix included | Guy, I thought that you are hitting a different issue. btw I posted the solution for the gliding ... read more | 07/11/2012 (11:43 pm) |
| T3D 1.2 (and earlier) - AIPlayers move without animating **Possible Fix included | updateMove() is called,most likely your collision detection fails.... read more | 07/11/2012 (10:13 am) |
| $dynamicCubemap | dynamicCubemap is not exposed to custom materials in T3D... read more | 07/10/2012 (10:20 am) |
| Lighting Falloff Changes (fixes?) | Good job there! also replace (1/dist) with (1.0/max(0.00001, dist)) ,because you have an implicit c... read more | 07/02/2012 (12:55 am) |
| In Game Pause | Actually $timeScale have no influence over shaders and per-vertex animation.... read more | 06/24/2012 (10:17 am) |
| pass[] removed in T3D - Alternatives? | Just combine passes. At least this would be faster.... read more | 06/24/2012 (10:12 am) |
| A dissolve shader theory | Faked perlin noise and an alpha test should produce the same effect as well.... read more | 06/24/2012 (10:10 am) |
| How can use Bump map in PureLight? | You can do that using a custom material in T3D.... read more | 05/17/2012 (11:36 am) |
| Bitstream custom variables. | sa_ejectionOffset != 0.f could be replaced with: sa_ejectionOffset != 0 Non-transitive compar... read more | 05/14/2012 (5:52 am) |
| Simple shader help | replace: texture[0] = "/art/shapes/Rock_Shiver3-diff"; with: sampler["diffuseMa... read more | 04/27/2012 (3:56 am) |
| Networking variables question. | Put a break point on your pack-unpack routines to be sure that your flags are transmitted (or receiv... read more | 03/13/2012 (6:25 am) |
| Difference between Player::packUpdate and Player::writePacketData? | readPackets and writePackets are intended to be used for control objects. And you cannot mess them ... read more | 03/08/2012 (12:59 pm) |
| game publishing | Thank you, Steve, much appreciated. I believe going non exclusive with all these online stores (S... read more | 01/28/2012 (5:34 am) |
| game publishing | Excellent article , Steve. Thanks. Do you know whether they have published their title on Steam onl... read more | 01/27/2012 (9:48 am) |
| game publishing | I have already read this, Chip, thanks anyway. My real question is what to expect from online sales... read more | 01/27/2012 (9:07 am) |
| Lightmaps + Advanced Lighting? | Bryce, spending 500 USD for Purelight is worth the money. This tool does amazing job. You can make l... read more | 01/23/2012 (10:04 am) |
| Throw object at Mouse pointer Position | Check your terrain's height before spawning items. You still create them below the terrain.... read more | 12/31/2011 (1:24 am) |
| Throw object at Mouse pointer Position | Look into the scene tree and call HealthKitPatch.onThrow() If a new item appears,then you are creat... read more | 12/29/2011 (11:52 pm) |
| Movie "like" Camera system in T3D??? | Grim Fandango uses the old Resident Evil style camera system with just a look-at controller.You don'... read more | 12/17/2011 (7:42 am) |
| Experienced programmer available for fulltime employment | I have started a full-time job.... read more | 12/14/2011 (5:15 am) |
| Need help with automated player movement. | You can treat the player as an aiPlayer. If you need some improvements on the player class,contact ... read more | 12/12/2011 (8:55 am) |