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James Urquhart's Forum Posts

Thread Post Date Posted
Thinking out loud - Lets focus on Accessibility, Performance and Multi-platform for Torque 3D Despite the risk of this turning into another "someone do X" thread, I'll give you my curr... read more 02/12/2014 (2:30 am)
Unresolved Externals when using HashMap [Resolved] You are directly using an instance of a SimObject, and since SimObject doesn't have an implemented c... read more 02/07/2014 (5:33 pm)
C++11. To be or not to be? Problems I see with C++ 11. Compiler support. It sure is better nowadays, but looking at some rec... read more 02/03/2014 (3:02 am)
Final Fantasy-style "Battle Stage" Thoughts? Examples? @Rick Sticking it under the terrain is exactly what I had in mind. Should be no problem.... read more 01/30/2014 (2:04 pm)
Final Fantasy-style "Battle Stage" Thoughts? Examples? The simplest way would probably be to place your battle stage somewhere in the middle of nowhere in ... read more 01/30/2014 (12:18 pm)
specific and interest a thread to discuss enhancements and improvemets for T3D My thoughts.... -The codebase needs to be tidied up a bit. When extracting libDTSShape I noticed ... read more 01/30/2014 (4:04 am)
Torque3D Linux Status [image]http://replygif.net/i/939.gif[/image]... read more 01/17/2014 (11:57 am)
Shaders, registers and loading textures. @Lukas, Technically speaking you won't absolutely know which order the samplers will be specified... read more 01/14/2014 (1:05 am)
Shaders, registers and loading textures. >How do I know what register a texture is gonna have in the .hlsl code? http://msdn.microsoft.co... read more 01/13/2014 (2:38 pm)
Issue with _EngineTypeTraits Are you sure you defined an EngineTypeTraits for the type its trying to process? Usually this is don... read more 01/03/2014 (5:05 am)
Torque3D OpenGL Status @andrew, XCode can be a bit of a pain with the header paths at times. I did manage however to com... read more 12/27/2013 (7:11 am)
Torque3D OpenGL Status @andrew, Rather than using const_cast you can also just stick (void*) before the mFn, e.g. [co... read more 12/26/2013 (8:19 am)
Emscripten @Paul If you check out the emscripten project page, there have been ports of UDK, Sauerbraten, Nebu... read more 12/18/2013 (1:57 pm)
Emscripten Apologies for bumping an old post, but recently I made an experimental port of Torque2D to the Emscr... read more 12/16/2013 (4:43 pm)
Stop changing parent when dragging control in the gui editor This behaviour is controlled in GuiEditCtrl::onMouseDragged, specifically: [code] // if th... read more 11/27/2013 (4:01 am)
A TorqueScript (pre)compiler - anybody interested? Most of these changes would require significant bytecode restructuring and changes to the console st... read more 11/10/2013 (7:27 am)
Torque Game Builder and Mac OSX Mavericks No problems here. This is with a pretty old modified TGB codebase so your experience may vary.... read more 10/23/2013 (7:19 am)
use Lua in place of torquescript @smally I checked out squirrel a while back. Quite neat, and it has a nice c-like syntax without ... read more 08/08/2013 (3:19 am)
Community testing of TorqueScript optimisations @demolishun While V8 is nice on paper its lack of support for mobile platforms is a big downside ... read more 08/06/2013 (3:02 pm)
Community testing of TorqueScript optimisations @demolishun The script engine itself is ripe for improvements, but part of the problem is you'd r... read more 08/06/2013 (2:51 am)
Torque3D OpenGL Status Looks good Luis! Poor OpenGL support has definitely been a factor for me in not using Torque3D. If t... read more 08/05/2013 (1:27 pm)
Community testing of TorqueScript optimisations -- duplicate --... read more 08/05/2013 (1:21 pm)
Community testing of TorqueScript optimisations @demolishun Make sure when you use %s to print a console arg, cast it to string using the (const ... read more 08/05/2013 (1:21 pm)
Convoluted Console Torque's Console system is a full-blown script interpreter complete with namespacing and objects, lo... read more 08/05/2013 (10:42 am)
What's wrong with T2D's GUI? Just thought I'd chime in, based on what I discovered when doing the Frozen Synapse iPad port: 1)... read more 07/23/2013 (1:34 am)
A slightly unfortunate attitude.... After spending a great amount of time last year trying to lay some foundations to improve the script... read more 07/22/2013 (9:27 am)
What is the difference between onTouchMoved() and onTouchDragged() If you look in "void GuiCanvas::rootScreenTouchMove(const GuiEvent &event)" called by ... read more 07/07/2013 (8:12 am)
C++ is now ready for Engine API Sounds great, but its no good when C++11 support in VC++ is still spotty at best. Also if you want t... read more 05/24/2013 (7:50 am)
Object IDs don't reset after disconnecting? The issue with object ids is that beyond datablocks everything is essentially lumped into the same s... read more 04/24/2013 (6:07 am)
64bit Support After much delay, I turned this into a pull request with an added visual studio 2010 project ( https... read more 03/17/2013 (5:02 pm)
64bit Support I've managed to fix PNG loading. I have no idea why, but libpng on 64bit windows doesn't like loadin... read more 02/09/2013 (7:24 am)
64bit Support I've updated the code to support compilation for 64bit windows using visual studio. Firstly, if ... read more 02/09/2013 (6:29 am)
Community testing of TorqueScript optimisations @Steve, @David Thanks for taking the time to get to the bottom of this array sorting issue. As fo... read more 02/02/2013 (4:24 am)
Community testing of TorqueScript optimisations Thanks David. Hopefully there shouldn't be too much of a problem with these changes since aren't as ... read more 01/10/2013 (4:01 pm)
Returning a variable inside a foreach fails an assert Spotted this when I was redoing the type system in my fork. I'm surprised nobody caught it when impl... read more 12/07/2012 (4:14 am)
Wasted function calls in Con::execute Frank, To get the "!thisCallOnly" code working, you need to make a DynamicConsoleMethod... read more 11/28/2012 (2:44 am)
Difference between SimSet and SimGroup While an object can belong to many SimSets, it can only belong to one SimGroup. If you destroy a Sim... read more 11/23/2012 (11:58 am)
Improving TorqueScript Just to wrap things up for now, I've fixed the iterator issue and also the one with the chat hud (a ... read more 11/19/2012 (2:32 pm)
isObject giving false positives There is a rather nasty hack in the scripting interpreter which ignores object names with spaces whe... read more 11/19/2012 (2:05 pm)
Improving TorqueScript Just another update. Fixed the mission loading, the only remaining problem is the foreach loop seems... read more 11/18/2012 (8:20 am)
Improving TorqueScript @vince: Using DNT would be nice, but it's not an option for everyone considering licensing and cr... read more 11/14/2012 (1:23 am)
Improving TorqueScript Ok, i've pushed my current changes here: https://github.com/jamesu/Torque3D/tree/consoletyperefactor... read more 11/09/2012 (1:35 pm)
Torque 3D Windows X64 build There are a few places in the console code in which it assumes pointers are 32bits in size. e.g. whe... read more 11/09/2012 (1:27 am)
Improving TorqueScript @joshua Will see if I can get @= working. Obv though it would be nicer if more generic concatenat... read more 11/09/2012 (12:54 am)
Improving TorqueScript @daniel, In this case I just decided to extend the "obj.field = {1,2,3};" syntax which ... read more 11/07/2012 (2:40 am)
Improving TorqueScript Thanks for the interest guys. There are still a few issues I need to resolve, but I'll probably push... read more 11/06/2012 (1:36 am)
Build system poll While I find it strange the current generator is written in PHP, I think it works fine and isn't tha... read more 10/25/2012 (10:38 am)
Torque3D (client-side) on Linux discussion @fyodor 3. platform/menus (Native menu bars & popup menus) - AFAIK these don't exist in SDL. ... read more 10/24/2012 (5:54 am)
Torque3D (client-side) on Linux discussion Not crucial, but the LightInfoExType issue could probably be resolved slightly more cleanly by makin... read more 10/22/2012 (1:27 am)
What's the reason Point3F's are initialized on Linux but not on OSX/Win32? That code is very old and predates TGE 1.3. TBH I wouldn't worry about performance implications unle... read more 10/22/2012 (1:10 am)