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) |