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Andrew Mac's Forum Posts

Thread Post Date Posted
Tools we use to make games with Torque3D? [image]http://i.imgur.com/PKMPGhz.jpg[/image]... read more 01/07/2015 (8:32 am)
Entity/Component System R&D Discussion @ Chris OGRE is not that thin. If you really want to use it for it's full potential it's better t... read more 01/04/2015 (1:46 pm)
Entity/Component System R&D Discussion @ Dan As far as I know there is no smart pointer in torque or STL that survives a vector resize (... read more 01/04/2015 (8:37 am)
Entity/Component System R&D Discussion @ Chris I still work with assimp a lot on a project separate from T3D so my familiarity with the ... read more 01/03/2015 (6:55 am)
Entity/Component System R&D Discussion @ Antony [quote] Components could be a limiting factor to how many actors we can have in a scene... read more 01/02/2015 (12:03 pm)
Entity/Component System R&D Discussion @ Chris I think the design of PhysX3 lends itself to a component based usage quite a bit. I'm rep... read more 01/02/2015 (11:47 am)
LuaPlus binding with Tilde debugger. [quote] The more I think of it the more I hate the thought of having people maintain the lua bindin... read more 12/28/2014 (10:30 am)
LuaPlus binding with Tilde debugger. @ Antony Do you mean something like this: [code] #define TEST_FUNC0 Con::printf("worked0... read more 12/27/2014 (7:43 pm)
ShapeBase::setNodeColor() not in T3D; alternatives? (Setting vertex color of entire node) I have an idea on how you could do it. I'm still on vacation for a few more days so I don't have my ... read more 12/27/2014 (5:18 pm)
ShapeBase::setNodeColor() not in T3D; alternatives? (Setting vertex color of entire node) It shouldn't be too hard to make. When you call this command are you expecting the alterations to be... read more 12/27/2014 (1:10 pm)
ShapeBase::setNodeColor() not in T3D; alternatives? (Setting vertex color of entire node) Do nodes even have colors? Did the function just set the color of all verts weighted to that node?... read more 12/27/2014 (8:06 am)
LuaPlus binding with Tilde debugger. [quote] Shouldn't the Editor be a plugin? :) [/quote] You don't know just how much I agree with... read more 12/26/2014 (6:05 pm)
LuaPlus binding with Tilde debugger. [quote] ( Will need this function added to TorqueScript. ) torqueScript.RegisterFunction( "ge... read more 12/26/2014 (2:41 pm)
LuaPlus binding with Tilde debugger. Couldn't you take something like this: [code] # define ConsoleFunction(name,returnType,minArgs,m... read more 12/26/2014 (6:46 am)
LuaPlus binding with Tilde debugger. @ Lefteris I think at this point it's clear it's not going to replace torquescript and this threa... read more 12/24/2014 (11:56 am)
LuaPlus binding with Tilde debugger. @ Lefteris We identified those same areas but found no improvement from replacing them with C++. ... read more 12/24/2014 (9:43 am)
LuaPlus binding with Tilde debugger. Myself and Tim Newell put in a few hours of effort to identify bottlenecks in the main templates cau... read more 12/24/2014 (7:32 am)
Take it for what it's worth. Haha, yeah I thought of that last night as well. I don't think it's a huge deal. You should be able ... read more 11/28/2014 (9:55 am)
Take it for what it's worth. The view numbers render in ascending order. So, first all of view 0, then all of view 1, then all of... read more 11/27/2014 (5:59 am)
Take it for what it's worth. Yeah, view numbers are pretty awesome when you get the hang of them. It's a great way to layer thing... read more 11/27/2014 (5:23 am)
Implementing a client-centric world offset for movement - how? Off the top of my head, I think what I'd do if I was going to try it, I would go into a function lik... read more 11/26/2014 (12:56 pm)
Take it for what it's worth. I was just going to say BGFX_RESET_FULLSCREEN but then I checked it and: [quote] /// - `BGFX_RE... read more 11/26/2014 (5:40 am)
Artist and level designers @ Dwarf King Nothing in that video is dependent on the FBX format. Once a model or animation is i... read more 11/25/2014 (5:36 am)
Artist and level designers @ Dan Looks like split shadow problem. You can highlight the problem very easily by making a leve... read more 11/14/2014 (5:19 am)
T3D rendering pipeline overview... getting a feel for things Torque has render bins. A render bin holds render instances. Render instance is just a simple object... read more 11/13/2014 (11:12 am)
Artist and level designers Just to toss a counter-argument in the ring for collidable ground cover. Ground cover, grass specifi... read more 11/13/2014 (5:14 am)
in the NBA The Hawks were [image]http://i.imgur.com/I3CYAjB.jpg[/image]... read more 11/12/2014 (5:09 am)
Take it for what it's worth. @ Mike Let me know if you move forward with it. I've become quite familiar with bgfx and exchange... read more 11/10/2014 (11:43 am)
Which template to use for new game (no fps) UE4's templates are stupid simple. They're not even really meant to get you very far into a project,... read more 10/30/2014 (6:43 am)
Network max of 64? I searched the engine code base and can't find anywhere that MaxClients is utilized. The only one ut... read more 10/27/2014 (5:15 am)
Max Draw Calls and Max Vertex Count As far as I know there is no imposed limit in the code. I've heard the asset import system breaks do... read more 10/20/2014 (8:24 am)
Physically Based Rendering [youtube=HUr7IX3NNIQ width=640 height=480] That's where I left off before I was "eaten by th... read more 10/03/2014 (5:32 am)
Ghosting Limits It may be another day or two before I find the time to do a proper debug and find out why ray cast i... read more 09/25/2014 (7:25 am)
Ghosting Limits I saved a working one and checked the level file: [code] new RenderMeshExample() { Mater... read more 09/24/2014 (4:39 pm)
Ghosting Limits [code] new SimGroup(World); function World::Submatrix(%this, %x, %y, %z){ %obj = new Submatrix... read more 09/24/2014 (4:13 pm)
Ghosting Limits Using this shows me it's hitting the right cube, but doesn't seem to care: [code] if(t < info... read more 09/24/2014 (2:44 pm)
Ghosting Limits [quote] Copied objectTypes.h and gameFunctions.cpp to my /source folder. [/quote] This is where... read more 09/24/2014 (1:46 pm)
Ghosting Limits I tried out the castRay function last night and was met with the same surprise as you Jesse. The wei... read more 09/24/2014 (9:44 am)
Ghosting Limits One thing to note: you don't need to master all of this to move forward with what you're doing. If y... read more 09/24/2014 (6:53 am)
Ghosting Limits Oh yeah! One last change was nessicary for collision. It's only tested within the objects bounding b... read more 09/23/2014 (4:17 pm)
Ghosting Limits Time for collision! This was definitely one I had to try myself as I haven't written custom collisio... read more 09/23/2014 (4:05 pm)
Ghosting Limits Yeah, it's DirectX 9. Don't get into the vertex adjustment solution, it's a little much if you a... read more 09/23/2014 (1:33 pm)
Ghosting Limits [quote] So far, I've already been using a DefineEngineMethod for the actual Submatrix object. [/qu... read more 09/23/2014 (9:42 am)
Ghosting Limits Awesome, looks like it's working as planned. I'm not at home right now so I can't actually use torqu... read more 09/23/2014 (8:55 am)
Ghosting Limits Well, if you plan on doing a lot of different textures for sides of the cubes, you may want to come ... read more 09/23/2014 (5:14 am)
Ghosting Limits That kind of stuff can crop up with texture atlassing. I believe it's called the half pixel correcti... read more 09/22/2014 (4:11 pm)
Ghosting Limits You seem to be doing quite well with this stuff, so I don't think I need to go too in-depth about wh... read more 09/22/2014 (3:32 pm)
Ghosting Limits I was thinking the same as you, these are chunks of the world, not the whole world. This helps too b... read more 09/22/2014 (12:10 pm)
Ghosting Limits Jeff makes a very very good point I never thought of at all. I actually think you will definitely be... read more 09/22/2014 (9:34 am)
Ghosting Limits [b]Multiple Materials[/b] Multiple materials is actually dead simple conceptually, but I want to ... read more 09/22/2014 (7:01 am)
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