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Ross Pawley's Forum Posts

Thread Post Date Posted
TorqueScript has suboptimal performance My vote is for replacing TS with Lua for a few reasons. 1) It's fast. 2) It's MIT licensed, so n... read more 09/28/2012 (11:34 am)
Issues with ScatterSky Even if the ScatterSky were a sphere, it wouldn't be useful as it would be completely black below th... read more 09/25/2012 (12:27 pm)
terrain paging streaming ... @issam, I suggest taking a look at Ogre3D's paging scene manager and terrain and see if you can eith... read more 09/24/2012 (11:05 am)
Torque 3D Community Edition Discussion Thread I'd like to see an editor or script system for defining animation actions for the player. Right now ... read more 06/15/2012 (1:08 pm)
Torque 3D Community Edition Discussion Thread I think both OpenGL for *nix and the DX11 layer are good ideas.... read more 06/08/2012 (1:14 pm)
Torque 3D Community Edition Discussion Thread As a long term goal I think a 64bit refactoring would be nice.... read more 06/07/2012 (1:40 pm)
Torque 3D's Achilles heel @Konrad, I don't think GPU support is an issue at this point. Keep in mind those posts are from 2009... read more 06/06/2012 (5:31 pm)
Torque 3D's Achilles heel Interesting find Alfio. I'd be interested to hear whether or not the exporters handle it properly or... read more 06/06/2012 (4:41 pm)
Torque 3D's Achilles heel I'm not sure if DTS supports it or not. I didn't think of it because at least for my case, the mesh ... read more 06/06/2012 (11:04 am)
Torque 3D's Achilles heel Getting back to the improvements discussion, I was wondering if anyone else is interested in 32-bit ... read more 06/06/2012 (10:32 am)
Torque 3D's Achilles heel Thanks Scott and Alfio!... read more 05/29/2012 (12:16 pm)
Torque 3D's Achilles heel @Alfio, whoops, nope I don't have 1.2. Are you planning on putting a 1.1 repo up?... read more 05/29/2012 (11:31 am)
Torque 3D's Achilles heel Here's mine: [edited] Thanks Alfio!... read more 05/29/2012 (10:42 am)
Buoyancy issues / water collision By partitioning scheme, I just mean some way to separate an arbitrary model into some sort of regula... read more 05/25/2012 (10:41 am)
Anyone have a clue? This code will only run in specific folder.. Are the shaders being found when this PostEffect is initialized? I'd step through the PostEffect C++... read more 05/24/2012 (10:44 am)
Buoyancy issues / water collision @Scott, this is because the buoyancy model used is quite simple from what I recall. You'll need to c... read more 05/23/2012 (12:08 pm)
Torque 3D's Achilles heel Looks like it's working for me Alfio.... read more 05/15/2012 (3:11 pm)
Torque 3D's Achilles heel @Michael, I suppose that works for the test, but eventually (be it one month or 5 or 10) it won't be... read more 05/14/2012 (2:06 pm)
Torque 3D's Achilles heel I personally don't see this progressing using paid hosting as sooner or later there won't be enough ... read more 05/14/2012 (1:54 pm)
Torque 3D's Achilles heel I agree with Steve, I don't think there's too much risk involved with people giving out the credenti... read more 05/14/2012 (1:13 pm)
Torque 3D's Achilles heel I haven't read all the previous replies yet, but one easy (and free) way we could do a private repo ... read more 05/14/2012 (11:42 am)
Caves and Dungeon @Terry, the South Pacific demo will now probably be found in the old versions of T3D (i.e., go to yo... read more 05/14/2012 (11:34 am)
Caves and Dungeon There's actually an example of this in the South Pacific demo (the little area that goes underground... read more 05/10/2012 (11:03 am)
Can ScatterSky Z-Offset Hack be added in as a fix for 1.2? No idea if this will work or not but you might try setting your view distance really high (say, 5000... read more 05/02/2012 (2:46 pm)
implemented Bullet HeightFieldFluid, need help setting z-up axis So, looking at the terrain code for Bullet compatibility, btHeightfieldTerrainShape has a parameter ... read more 05/02/2012 (1:17 pm)
implemented Bullet HeightFieldFluid, need help setting z-up axis What do you mean by fails? Does it compile? If so, do you mean that it fails to fix the rotation of ... read more 05/02/2012 (12:48 pm)
implemented Bullet HeightFieldFluid, need help setting z-up axis Try replacing this: [code] // MatrixF aTorqueXfm; btTransform aBulletXfm = btCas... read more 05/02/2012 (10:50 am)
implemented Bullet HeightFieldFluid, need help setting z-up axis @deepscratch, you should take a look at physicsbulletbtCasts.h. It has casts for MatrixF -> btTra... read more 05/01/2012 (3:47 pm)
Spherical Body of Water? [url=http://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html]This blog[/url] has a conven... read more 04/26/2012 (11:11 am)
Returning the Angular Velocity of Vehicles The rigid object for the vehicle should have the angular velocity. What you'll need to do is set up ... read more 04/25/2012 (12:52 pm)
My Humble Project This may be a bit too in depth to go into well here, but if you want simple PhysX enabled *kinematic... read more 03/22/2012 (4:36 pm)
Physics Howto? The physics system works off of a "plugin" architecture, so that there is a set of interfa... read more 03/22/2012 (11:23 am)
Project Generator - add additional project dependencu @elvince, you'll want to look at one of the other .conf files for one of the libraries that have sou... read more 09/27/2011 (1:28 pm)
Planet Glowing @Raphael, that's the implementation that the T3D ScatterSky is based on. The changes I mentioned in ... read more 09/27/2011 (1:22 pm)
Exporting stuff out of Maya Hi Jeremy, If you go to http://www.opencollada.org you can download a copy of the OpenCOLLADA exp... read more 09/26/2011 (12:41 pm)
Can't compile with HiFi Networking - LOGGED (THREED-2634) It looks like you'd either need to change the methods in hifiMoveList to pass SceneObjects (seems wr... read more 09/20/2011 (12:41 pm)
Can't compile with HiFi Networking - LOGGED (THREED-2634) A quick look in the engine seems to show that getTypeMask() is now part of SceneObject, not NetObjec... read more 09/20/2011 (10:35 am)
Planet Glowing Guys, I just wanted to mention that the ScatterSky in the engine currently is based on the GPU Gems ... read more 09/16/2011 (4:25 pm)
Is there a way for 2 people to work at once on the same project from different locations? I suggest Bitbucket.org. You'll need to become familiar with Mercurial and how to use it, but I find... read more 09/12/2011 (11:54 am)
Team Spawn Locations Update: So debugging the issue, it seems to be that some of the calls to GameConnection related func... read more 08/30/2011 (9:29 pm)
Team Spawn Locations I recently made a new branch of my project to work from and merged in the changes from my old branch... read more 08/30/2011 (3:23 pm)
IK/Rotational math issues You might try changing your code to multiply in the rotation from the bone with your calculated rota... read more 08/22/2011 (11:34 am)
Project Generator - add additional project dependencu Did you create a yourlib.conf file in the Tools/projectGenerator/libs folder?... read more 08/22/2011 (11:32 am)
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