Game Development Community

Ivan Mandzhukov's Forum Posts

Thread Post Date Posted
Hitting Collision? How do you setup a collision marker ? RayInfo can hold data about the object itself.I mean if your ... read more 11/29/2010 (5:40 pm)
Single Step Animation Just call mShapeInstance->setPos(thread,position); Where thread is your animation thread,positio... read more 11/27/2010 (6:59 pm)
Triangle strip indices order? Adrian's realization of the second UV channel is not very different campared to the T3D code. I mean... read more 11/27/2010 (4:36 pm)
Triangle strip indices order? Chris, there is a resource about how to implement a secondary UV channel in TGE(and TGEA)and how to... read more 11/27/2010 (12:49 pm)
Bounding box - box intersection huh! I have a wrong sized box. This is the full code: [code] Point3F box; // the size of ou... read more 11/26/2010 (4:10 pm)
How to Spawn a decal with script - info Yes,the rotation is an angle (in radians),because the AngAxisF class is used for it.... read more 11/26/2010 (6:58 am)
How to Spawn a decal with script - info Use the DecalManager class (actually it is exposed to console!) There is a method decalManagerAddDe... read more 11/25/2010 (3:34 pm)
Item floating Why not just an animation ?... read more 11/25/2010 (7:46 am)
Custom Controls not showing up in GUI Editor Shawn, there is no documentation about your question. I did an example with GuiBitmapCtrl,because ... read more 11/24/2010 (4:14 pm)
Custom Controls not showing up in GUI Editor I did a fast test, just duplicated the GuiBitmapCtrl to GuiBitmapCtrl2 and both classes (GuiBitmapCt... read more 11/24/2010 (3:50 pm)
planning to buy torque 3d , which one should i buy ??? If you are not a programmer,then buy T3D without the code ($125). The source code is usefull when y... read more 11/24/2010 (3:04 pm)
Custom Controls not showing up in GUI Editor Shawn,try to add your gui on the fly. art -> gui -> playGui.gui [code] new GuiAnimatedCon... read more 11/24/2010 (2:51 pm)
Custom Controls not showing up in GUI Editor Actualy I am doing just nothing. There are directives in each gui class : DECLARE_CONOBJECT, IMPLEM... read more 11/24/2010 (1:23 pm)
Custom Controls not showing up in GUI Editor When you go to file -> new gui,then click on "gui class" and your new class should pop ... read more 11/24/2010 (1:11 pm)
T3D 1.1 Beta 3 - Animation sequence node problem (with fix) - LOGGED Kerry,this fix is OK,but eventually will not fix the arbitrary scale animations on dts shapes. Sear... read more 11/24/2010 (8:49 am)
Ubiq Visuals shaders in T3D I have a license on the Ubiq SSAO kit. As I remember they used two RT passes - one for gathering a ... read more 11/22/2010 (4:36 pm)
Textures in custom shader feature There are several directives,that declare ,implement and register a new feature. Check this out. Wh... read more 11/19/2010 (3:25 pm)
Textures in custom shader feature Hey Andy,in the old days I did a resource on how to add a new shader feature.Check my profile. If y... read more 11/19/2010 (2:46 pm)
8 Directional Movement Hey guys, don't forget to include these two fixes.Client side animations sometimes are not set due ... read more 11/18/2010 (6:46 pm)
1.5.3 going out today Thanks David!... read more 11/18/2010 (2:19 pm)
What is Meany By Torque 3d Rendering System T3D is a light pre-pass renderer. Batching is also used. Many companies use the same approach - Cry... read more 11/18/2010 (2:15 pm)
Need help with custom ItemData/ShapeBaseImageData You can network an integer value,indicating the current skin. When a client has changed its skin,th... read more 11/16/2010 (4:07 pm)
Need help with custom ItemData/ShapeBaseImageData Vince, what do you mean by skins ? If you need a way to change the material on the fly,there is a ... read more 11/16/2010 (3:32 pm)
something all T3D owners are thinking about now Well,it will be good if TP collects the current state of T3D 1.1 beta3,include all the bug fixes and... read more 11/14/2010 (5:51 pm)
ShapeInstance Data Corruption with high values - LOGGED @Ken Using multiple threads with complex animations may crash the time duration (transitiondata.d... read more 11/13/2010 (6:47 am)
ShapeInstance Data Corruption with high values - LOGGED I find some interesting bugs. In tsTransform.cpp,at the bottom of the file I see this: [code] ... read more 11/12/2010 (1:36 pm)
How to speed up scenes with some hundreds of animated characters? Performance depends on how the model is rigged,are there many sub meshes,etc.. Using the bone syste... read more 11/12/2010 (10:38 am)
How to speed up scenes with some hundreds of animated characters? The skins are a real problem in a large scene with many ais. Over 60-80 skinned players-aiplayers l... read more 11/12/2010 (9:00 am)
ShapeInstance Data Corruption with high values - LOGGED thanks ,David. Currently I found what is causing the issue - when I have two animation threads at t... read more 11/12/2010 (8:57 am)
T3D 1.1 Beta 3 - AIPlayer yawing Problem This is a bad idea,because you rotate fast (+-0.5) and 6.28 can be passed easily,then you'll move to... read more 11/04/2010 (6:58 pm)
T3D 1.1 Beta 3 - AIPlayer yawing Problem Use mRot.z instead of move->yaw The input data is used to be read in the player class. Then c... read more 11/04/2010 (5:55 am)
About Path Camera in Torque 3D pathCamera.h Change NodeWindow = 20;... read more 11/04/2010 (5:43 am)
Advice required - Players glide until a trigger is activated then animate properly This could be a networking issue - it deals with triggers and animation. Try running with TORQUE_DE... read more 11/03/2010 (9:49 pm)
How to create the model fade effect? You can animate the alpha channel within an image file list. Keep in mind the ifl support is remove... read more 11/02/2010 (10:48 am)
playthread goes back to first frame for non cyclic animation This sounds like a bug. The code that controls this is located at: ShapeBase::updateThread() Sh... read more 11/02/2010 (10:20 am)
How to add Ground Transform to a model's death animation on Blender. The engine crashes because the death is coded in a way that requires animations and other stuff that... read more 10/25/2010 (7:06 pm)
C++ Class that can handle huge amounts of objects? The problem lies that the shape instance can hold an information per instance (per single shape). Cu... read more 10/21/2010 (5:04 pm)
Ghosting and Scoping @Devin The object is visible, scoped and ghosted unpackdata(),client processtick(),interpolateTick... read more 10/13/2010 (8:52 am)
Ghosting and Scoping @Devin I inherit from NetObject. I did a few tests : When objects are created from torquescript ,... read more 10/12/2010 (6:01 pm)
[Bug T3D 1.1 beta 3] player bounding box not transform make collision wrong in some case. RESOLVED This is not a bug,because the box is an axis aligned object,relative to the world unit vectors.... read more 10/11/2010 (6:36 pm)
How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver Great work Henry! Faking a rigid to rigid colision is not a bad idea.This can be tricky because the... read more 10/09/2010 (8:25 am)
How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver Nice writeup Henry! I've been playing these days with rigid-to-player collisions,but the stock T3... read more 10/06/2010 (9:09 am)
T3D 1.1 Beta 3 - Unmount SetActionThread - RESOLVED You should start from sceneObject::unmountObject() and track the onUnmount() call there.... read more 10/05/2010 (1:18 pm)
T3D 1.1 Beta 3 - Unmount SetActionThread - RESOLVED in Player::onUnmount() replace setActionThread(PlayerData::RootAnim,true,false,false); with ... read more 10/04/2010 (7:45 am)
T3D 1.1 Beta 3 - Player::setActionThread - LOGGED Nice! There is also a long standing bug in packupdate() [code] if (stream->writeFlag(mask... read more 10/03/2010 (6:10 pm)
T3D 1.1 Beta 3 - Unmount SetActionThread - RESOLVED Verify that Player::onUnmount() is called. If it is called ,then try to force NullAnimation instead... read more 10/03/2010 (6:00 pm)
AI players and prone anim Well,the AIs are not control objects,so they don't receive an input. The ImageTriggerStates are use... read more 09/27/2010 (8:15 am)
AI players and prone anim Triggers are boolean, bool(10) = true and this is why the casting sets trigger[4]. The trigger stat... read more 09/26/2010 (4:33 pm)
AI players and prone anim prone_root is set when the prone pose is set. I believe you should check why mPose is set as ProneP... read more 09/26/2010 (11:48 am)
Making arrows stick in enemies This one is tricky! You can use staticshapes for arrows,but the tricky part is update their transfo... read more 09/25/2010 (10:47 am)