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Henry Todd's Forum Posts

Thread Post Date Posted
Moving around INSIDE vehicles? Thanks, I meant to get that link in there when I mentioned the resource but I'm incredibly lazy. =)... read more 02/22/2008 (9:39 am)
Weapons Limit This really shouldn't be so complicated as to require a resource. I'm not using the stock inventory ... read more 02/21/2008 (5:19 pm)
Moving around INSIDE vehicles? 3 year resurrection, however this is still a good topic. The collision setup doesn't handle reali... read more 02/21/2008 (5:01 pm)
Help me with my thesis - The biggest problems in physics I'm inclined to agree on the client/server thing. Actually getting the physics into the game is gene... read more 02/06/2008 (10:35 am)
Vehicles behave oddly at high mission coordinates -- 10,000 Interesting read. It's quite true that using integers is the only way to be absolutely accurate in y... read more 01/30/2008 (11:57 am)
Player names. Game/fps/guiShapeNameHud.cc About line 193: [code]if (shapeDist == 0 || shapeDist > visDistanceS... read more 12/15/2007 (10:27 pm)
Shadows -> I need a simple answer I've seen this issue before. It's not related to your object setup, it's an exporter problem. Some D... read more 12/13/2007 (9:50 pm)
Water surface explosions Actually looks like the code works perfectly. I spent a few minutes exploring the idea that it was a... read more 12/10/2007 (3:35 am)
Water surface explosions If you absolutely must have accurate bullet splashes, I recommend bypassing the standard projectile ... read more 12/07/2007 (10:20 pm)
Player movement animations These types of animations should be (and are, by default) handled in Player::pickActionAnimation(), ... read more 12/07/2007 (10:03 pm)
Override the Engine to use setActionThread Aside from the fact that this is a dead thread from over a year ago.. I'm not sure that there was ev... read more 12/07/2007 (9:52 pm)
Aligning items. Here's a recent post with 2 links on the subject of aligning objects to a surface. In this case, it'... read more 12/07/2007 (9:25 pm)
Scaling models. Just FYI, in-engine scaling can produce odd effects. For interactive objects, like a player or vehic... read more 12/04/2007 (3:28 pm)
Audio position interpolation fix Basically, getTransform only gives you the server position, which is rarely in sync with the interpo... read more 11/29/2007 (8:50 pm)
Player sees through walls when too close The soldier guy has his camera a little too far away from his face. Just move it closer and you shou... read more 11/18/2007 (10:03 pm)
Am I alone that this is confusing??? That's absurd. Go grab the Source engine and tell me it isn't just as much, if not more of a pain to... read more 11/18/2007 (9:58 pm)
Quick Question, Easiest way to check collision? If the box is always aligned with the start->end line, then just cast a ray from each of the 4 front... read more 11/18/2007 (4:57 pm)
Cant's switch to D3D mode in Torque 1.5 Just out of curiosity, why do you want to run TGE in D3D? It really works quite a bit better in OGL.... read more 11/18/2007 (4:45 pm)
John Klima's procedural bone animation Can't wait to hear more, I'd love to hook some PhysX ragdolls up to this for doing death animation.... read more 11/18/2007 (4:42 pm)
Server/Client scheduling questions Personally, I would do all the work on the server, then just modify the sun/sky objects to properly ... read more 11/18/2007 (4:23 pm)
Slopes and XY axis - Player Bounding Box Rotation Hey, this is just the code I needed to get my Players to conform properly to vehicles they're standi... read more 11/18/2007 (3:00 am)
Help with Flight Controls Okay, this really isn't as complicated as everyone's making it sound. The flight model for the defau... read more 11/17/2007 (6:49 pm)
PhysX Integration and known issues Apparently I had no idea how far this resource had come. The update date on the post seems to be ina... read more 11/12/2007 (7:07 am)
Too many animations! Time for IK Shouldn't it be possible to use a blend animation with several frames representing several "arm stat... read more 11/12/2007 (5:41 am)
Debug Bliss Release Mode Lockup If you manage to repeat this in a clean copy, let me know exactly what command sets off the crash. I... read more 11/12/2007 (5:22 am)
Turn based battle system question I think that in this type of game you can get away with having the characters just run all over the ... read more 11/12/2007 (5:14 am)
Swimming underwater or underwater action possible? Yeah, that's basically it. You'll swim down if you look down, and up if you look up. It's the same t... read more 11/12/2007 (4:30 am)
Swimming underwater or underwater action possible? Heh, that's funny, I just updated that literally 5 minutes ago (the first one). Uses the swim vector... read more 11/12/2007 (4:18 am)
Turn based battle system question I don't think that "difficult" is the right way to explain it. It's actually quite easy to set up a ... read more 11/12/2007 (3:46 am)
Debug Bliss Release Mode Lockup A little more info would be helpful. Are you talking about a clean copy of TGE, or one you've modifi... read more 11/10/2007 (8:11 pm)
PhysX Integration and known issues The SDK doesn't seem to like collision meshes of > 256 verts. Now, technically, the terrain only HAS... read more 11/10/2007 (12:30 pm)
Prerendering and selecting Lightmaps for Time of Day system Just looking at my missions directory, I see a range of about 300-900 kb, and many of those are simp... read more 11/09/2007 (11:47 pm)
Prerendering and selecting Lightmaps for Time of Day system I wanted to respond to this thread I started and mention that I did eventually implement a system fo... read more 11/09/2007 (8:47 pm)
Vehicle/Rigid Collision Fixes Hey, I'm jumping into this a little late, but I actually went through more or less the same process ... read more 11/06/2007 (4:03 pm)
Day and Night? There's no existing solution for this issue that doesn't involve disabling pre-baked lighting. You c... read more 10/30/2007 (3:07 am)
Mortar type weapon I started writing up 3 methods before I realized that it made more sense to ask what functionality y... read more 10/13/2007 (3:47 pm)
Day and Night? It's worth jumping in here and mentioning that none of the solutions you'll find on here are likely ... read more 10/13/2007 (2:37 pm)
Vehicle Shadows: Collision mesh only? As far as setup, I'm 100% familiar with how you configure and export a DTS object from Max; I've bee... read more 08/24/2007 (8:51 am)
How to increase number of mount points Hey, I'm curious, are you talking about mounting *images?* Because there is a hard limit of 4 mounte... read more 08/23/2007 (6:02 pm)
Larger Textures? Once you get into the 1024-2048 range, you'll be eliminating some users on laptops with integrated g... read more 08/23/2007 (5:41 pm)
AI that can mount and drive vehicles? 1.5.2 seems to include the aiWheeledVehicle class, which should be able to do what you want (at leas... read more 08/23/2007 (4:59 pm)
How would i save the game? [quote] No matter you're 20 days late i still get reminder mails: what do you mean, i cant save ... read more 08/22/2007 (7:42 pm)
A spaceship made of dif objects I got lost in Bioshock for a day, but here's the link to the resource which will get your players at... read more 08/22/2007 (7:06 pm)
How would i save the game? I just want to jump in here, though about 20 days late.. Depending on whether this is a single or... read more 08/19/2007 (1:23 am)
A spaceship made of dif objects I've been working on this issue for some time (players riding inside vehicles while able to move), a... read more 08/18/2007 (8:47 pm)
Player Object Collisions with Vehciles or RigidShape problem Issues with the Rigid collision solver aside (that's a whole other discussion), I think the real iss... read more 05/11/2007 (2:52 am)
Hey GG, how about a vehicle collision fix?? Okay, I've got 2 things to add to this discussion. The first one is positive. 1. You [b]can[/b] f... read more 05/10/2007 (10:58 pm)
Ball Physics Realistically, the existing physics also work. They need to be cleaned up a bit in order to work per... read more 04/25/2007 (11:44 pm)
Platforms Players can Ride Version 1.1 W00t! Do people still say w00t?.. Ah, I see, you did the UpdateXformChange in each of the setPosi... read more 04/25/2007 (9:23 pm)
Platforms Players can Ride Version 1.1 You'll have to steal the car.cs file from starter.racing\server\scripts and exec it in your game.cs,... read more 04/25/2007 (6:39 pm)