Game Development Community

Daniel Buckmaster's Forum Posts

Thread Post Date Posted
Entity/Component System R&D Discussion Antony, not totally clear on your reply RE smart pointers. My point was that you might, for example,... read more 01/04/2015 (5:11 am)
Entity/Component System R&D Discussion Antony, I intended my brief example with the smart pointers to demonstrate the solution to issue 2. ... read more 01/03/2015 (7:08 pm)
two beers and exited the plane "Hold my beer." *jumps out of plane*... read more 01/03/2015 (1:20 pm)
Entity/Component System R&D Discussion I'll be very interested to see how performance actually stacks up. In Player specifically, there are... read more 01/02/2015 (10:14 pm)
Building in Visual Studio 2013 Currently CMake is in a kind of 'experts only' state. It's unfortunately required for 64-bit builds ... read more 01/02/2015 (8:15 pm)
Entity/Component System R&D Discussion If anyone wants to start working on assimp again I'll throw my hat in that ring. Multiple render com... read more 01/02/2015 (4:29 pm)
Entity/Component System R&D Discussion Ah, I see. The problem there is that you can't have multiple components of a type, and you can't ext... read more 01/01/2015 (6:55 pm)
Open Game Engine Exchange (Format) 'Scene data' sounds interesting - I like the idea of exporting a level from Blender to T3D. Though i... read more 01/01/2015 (5:10 pm)
Entity/Component System R&D Discussion Antony - I mentioned this to Jeff on Skype, but this would be my take on it: [code] class SomeComp... read more 01/01/2015 (4:58 pm)
Weapon-Based Animations [Solved] Awesome! Thanks for that. I'll make this into a wiki page sometime, unless you want to do it yoursel... read more 01/01/2015 (4:12 pm)
Reducing duplicated template scripts [url=https://github.com/GarageGames/Torque3D-ProjectManager/pull/36]PR to the project manager[/url] ... read more 01/01/2015 (2:48 am)
Entity/Component System R&D Discussion EDIT: missed a few posts while internet was down. Reading now :P. Yeah looks like my post is still s... read more 01/01/2015 (1:13 am)
Does ShowTool Pro no longer work with current DTS files? Does the ShowTool do something you need that the shape editor doesn't do?... read more 12/31/2014 (9:26 pm)
Reducing duplicated template scripts [url=https://github.com/eightyeight/Torque3D/blob/template-refactor/Templates/Full/template.xml]Here... read more 12/30/2014 (12:19 am)
LuaPlus binding with Tilde debugger. Pointing Lua to the macro-generated binding functions seems like a good idea, instead of adding manu... read more 12/29/2014 (2:52 pm)
Writing AI and such in C++ SimObjectPtr is what's known as a 'smart pointer'. You can treat it exactly as if it were a regular ... read more 12/29/2014 (2:36 pm)
pathCamera incorrect rotation Pretty sure Camera tracking modes don't update the Camera's rotation for the purpose of getting it f... read more 12/28/2014 (6:13 pm)
Writing AI and such in C++ Generally, to figure out how to use a script function in C++, you search for where the script functi... read more 12/27/2014 (3:46 am)
LuaPlus binding with Tilde debugger. Right, so my question is why we can't, for example, replace [url=https://github.com/antonyjones67/To... read more 12/25/2014 (6:12 pm)
LuaPlus binding with Tilde debugger. Oops, you ninja'd me. Reading now :). EDIT: right, this is exactly what I've been asking about. I... read more 12/25/2014 (4:22 pm)
LuaPlus binding with Tilde debugger. James - thanks for the examples. I imagine the benefit of having VMs per thread would be multithread... read more 12/25/2014 (3:47 pm)
LuaPlus binding with Tilde debugger. [quote]voila only one set of static functions that 2 bindings are pointing to. if you want later you... read more 12/24/2014 (10:05 pm)
LuaPlus binding with Tilde debugger. Wait, but don't the macros just get moved? So if I then wanted to add a new method, which was expose... read more 12/23/2014 (11:35 pm)
LuaPlus binding with Tilde debugger. Antony - Unfortunately it's the only place we have, but given you were asking whether your work woul... read more 12/23/2014 (9:46 pm)
Walking on Walls? Yeah, that's basically what I had going on. Have a look at how findContact is used in the Player cla... read more 12/23/2014 (1:50 am)
Walking on Walls? I did it back in TGE - it started with [url=http://www.garagegames.com/community/blogs/view/16065]th... read more 12/22/2014 (11:46 pm)
LuaPlus binding with Tilde debugger. James - do you mean I display contempt in general, or in specific cases such as whenever we talk abo... read more 12/22/2014 (11:39 pm)
LuaPlus binding with Tilde debugger. Thanks for the detailed review, James! A couple of points. (It's late, so I'll keep this brief, and ... read more 12/22/2014 (4:33 am)
LuaPlus binding with Tilde debugger. Yep, that branch is what I'm basing my comments on. T2D actually puts these script binding files nex... read more 12/21/2014 (5:43 pm)
Custom Collision in T3D Bizarre. And you mentioned that the Player collision debugging visualisation seems to look correct? ... read more 12/21/2014 (5:39 pm)
No rotation clamping in Camera class? While loops are used in other places to clamp values, and I think clamping these values is a good id... read more 12/21/2014 (2:27 pm)
LuaPlus binding with Tilde debugger. T2D has an interesting approach where all the DefineEngineMethod calls and similar are in separate f... read more 12/21/2014 (2:25 pm)
Artist and level designers [url=http://www.rug.nl/science-and-society/centre-for-information-technology/research/hpcv/publicati... read more 12/21/2014 (2:47 am)
LuaPlus binding with Tilde debugger. I think I see. Right off the bat, having those massive single files seems like a mistake, no? Those ... read more 12/20/2014 (11:41 pm)
Custom Collision in T3D Interesting- Player and Item use very similar collision code IIRC. What typemask bits does your new ... read more 12/20/2014 (7:12 pm)
LuaPlus binding with Tilde debugger. I'm in both those camps :p. A common reason bring up for keeping TS usable is that all the editors a... read more 12/20/2014 (6:09 pm)
LuaPlus binding with Tilde debugger. Whoah what's this SceneObject_isMounted function? Ohh, I see, it's in [url=https://github.com/antony... read more 12/19/2014 (12:24 am)
Custom Collision in T3D How does the Terrain do it? I imagine it's eminently possible, but I've never tried it myself.... read more 12/18/2014 (1:29 am)
LuaPlus binding with Tilde debugger. I'm quite happy about that, actually :D... read more 12/14/2014 (10:06 pm)
Ten years ago.... Um well same as in TGE you'll have to change the master server IP variable. [url]https://github.com/... read more 12/14/2014 (2:06 pm)
T3D wiki -- Call to arms! The [url=http://wiki.torque3d.org/]front page[/url] has a section called 'contributing to this wiki'... read more 12/14/2014 (2:00 pm)
Ten years ago.... Well hi. Been a while. The current version of Torque is Torque 3D, and it's [url=https://github.com/... read more 12/13/2014 (1:05 am)
T3D wiki -- Call to arms! I've begun the process of porting the [url=https://github.com/GarageGames/Torque3D/wiki]GitHub wiki[... read more 12/12/2014 (8:43 pm)
Torque 3D 'toys' or demos The more I think about this the more I kind of just want to make a little area in the wiki for docum... read more 12/12/2014 (8:29 pm)
BeamNG Camera Bookimarking? What don't you understand yet? Have you used the editor to place other objects? The first thing woul... read more 12/12/2014 (8:23 pm)
LuaPlus binding with Tilde debugger. I think [url=http://abighole.hngamers.com/]HNGamers upload site[/url] is still active. It was kind o... read more 12/12/2014 (7:28 pm)
Open Source Software Agreement checks Also stenyak.... read more 12/12/2014 (1:56 pm)
[T3D] New committee member [quote]The better the PR's are handled, the more we'll get, the more speed we will pick up[/quote] ... read more 12/10/2014 (7:35 pm)
Custom Collision in T3D Yup. Actually you might research buildPolyList; I've forgotten whether it's used for collision. But ... read more 12/10/2014 (4:47 pm)
Walkabout Navigation Toolkit help thread Yes, you can link them manually - click the second icon down in the bar on the left (the arcing arro... read more 12/10/2014 (1:54 am)