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Ivan Mandzhukov's Forum Posts

Thread Post Date Posted
Performance Question: What FPS Should I be Seeing? hey guys I have same issue with the framefate. My machine is good enough to see 150~200 fps at "... read more 05/01/2009 (9:29 am)
Moving Platforms in TGEA 1.8.1 After an hour hard work,detecting and fixing tons of engine changes,the PathShape worked and the por... read more 05/01/2009 (5:00 am)
Mounting (nodes, points, names...) Hm, Daniel, I guess Tony was trying to use mountObject method not the mountImage. I don't know what... read more 05/01/2009 (3:38 am)
Moving Platforms in TGEA 1.8.1 I told you i've never used 1.8.1 Possibly there are code changes. I'll take a look at 1.8.1 source... read more 05/01/2009 (12:12 am)
Moving Platforms in TGEA 1.8.1 Yes,i can share the files,but i am not sure i can use RapidShare or MegaUpload and make it public. ... read more 04/30/2009 (12:23 pm)
Moving Platforms in TGEA 1.8.1 Nicolai,you have mail.... read more 04/30/2009 (11:14 am)
Mounting (nodes, points, names...) try the correction shown below for this fragment: find this: [code] function Pole::onAdd(%this... read more 04/30/2009 (9:31 am)
Moving Platforms in TGEA 1.8.1 OK,give me some time and i'll make a PDF documentation on code. I thing there are no differences on... read more 04/29/2009 (1:02 pm)
Moving Platforms in TGEA 1.8.1 I did it on 1.0.3 and then used 1.7.1 There was ten files as i remember: gameBase.cpp item.cpp ... read more 04/29/2009 (11:47 am)
Moving Platforms in TGEA 1.8.1 Pathshape works well on TGEA. The port was not difficult - i used WinMerge as well.... read more 04/28/2009 (12:13 pm)
Can I pause a player animation? Manoel is right,that will stop advancing the thread. But i think there is a better way: [code] ... read more 04/24/2009 (12:24 pm)
TGEA 1.8.1 Projectile rending appears to be moving backwards engine\source\T3D\shapeBase.cpp .. and recompile... read more 04/24/2009 (9:25 am)
Got the Advanced Camera ressource to work with TGEA 1.8.1 Ben,you can experiment with cosine interpolation. in setPosition find: [code] Point3F tPos = ge... read more 04/23/2009 (9:29 am)
TGEA 1.8.1 Projectile rending appears to be moving backwards Andrew, i hope wrong ghosting ? Try with that code: [code] F32 ShapeBase::getUpdatePriority(C... read more 04/23/2009 (2:34 am)
Torque 3d whats the point. UT3 engine costs $250000 price. And it's forum support costs over $100000.... read more 04/22/2009 (2:20 pm)
Problem Playing Animation Cai, how do you advance your animation in c++ ? Can you show us your code ?... read more 04/22/2009 (11:00 am)
Hellz yea! I'm anxious! Will Ben Garney write a few words (in documentation) about the server/client process list and object... read more 04/20/2009 (11:42 pm)
Non-rendered edges on waterblock in 1.8.1 Check your texture size (squared 2^n).... read more 04/20/2009 (11:35 pm)
weapon animation problem while using advanced camera Found my ghosting wrong. Now is OK.... read more 04/20/2009 (10:58 am)
Problem Playing Animation Thread and slot is not the same thing. A lot of sequences can be played on a single thread(actually... read more 04/20/2009 (10:53 am)
Problem Playing Animation playthread(1,sitting); ?... read more 04/17/2009 (6:29 am)
weapon animation problem while using advanced camera delete this... read more 04/15/2009 (10:46 am)
Got the Advanced Camera ressource to work with TGEA 1.8.1 To go directly to third person view: movelist.cpp [code]#include "gui/missionEditor/edito... read more 04/11/2009 (11:26 am)
Scripting animation and/or keyframes with State System? The item by default is not collidable. There is an additional resource for it.... read more 03/25/2009 (2:28 pm)
Face of a collision Not in the player's code of course,put that code in your convex code. You can see an example of tak... read more 03/25/2009 (1:49 pm)
Face of a collision That should be player's box faces. Try using Your_Convex.getCollisionInfo(...) And in that list pr... read more 03/23/2009 (10:33 am)
Face of a collision I think you should use the collision struct in your collision list. collisionList.mCollision[0].f... read more 03/23/2009 (8:44 am)
Rotating the player problem You do not need the whole transform to rotate the player. Thus your transform should have a little ... read more 02/02/2009 (2:24 am)
Changing the shape of a mesh I think the resource named "DTS with Morphs" will be helpfull.... read more 01/30/2009 (10:07 am)
Problem with ContainerRayCast() %eye = %bot.getEyeVector(); %vec = VectorScale(%eye,50); %start = %bot.getEyePoint(); %end = ... read more 01/28/2009 (3:09 am)
Code for extra player movement animations When in air (mContactTimer>0 and mJetting)create a public member in player class that sets true.E... read more 01/16/2009 (10:55 am)
Bones rendering in my animation Stephan, the Byder's link explains everything. I just wanted to point that exporting a skined mesh a... read more 01/13/2009 (1:12 pm)
Corner Points of Bounding Box ? You care about XY,but the box is created via XYZ.When you project (min,max) line in XYobject,you got... read more 01/12/2009 (10:04 am)
Corner Points of Bounding Box ? In object space i am not sure the 3th coord is '0' for the max extreme point. The min is '0' - yes ... read more 01/12/2009 (8:27 am)
TGEA_1_0_3 shaders needed Handle morph/morphT as texcoords. atlas.h [code] struct VertData { float4 position ... read more 01/12/2009 (8:06 am)
Player collision/animation question You can disable the collision on open.... read more 01/12/2009 (7:56 am)
Binding Fire to Keyboard 1 Strange Behavior Server\scripts\weapons\crossbow.cs [code] datablock ShapeBaseImageData(CrossbowImage) {........... read more 01/11/2009 (10:42 am)
Corner Points of Bounding Box ? Get the corners in object space,then mul with mRenderObjToWorldto get transform into world space.... read more 01/11/2009 (10:07 am)
Collision detection You need to provide more information on your model,how you create it,your TS code.What type of colli... read more 01/07/2009 (1:23 pm)
Standing on moving objects. I can not understand what is the problem of PathShape ? I ported it since a year for TGEA and works... read more 01/07/2009 (1:10 pm)
TGEA 1.8.0 - Shadow still broken Offfff the ray cast of course.... read more 01/05/2009 (7:44 am)
TGEA 1.8.0 - Shadow still broken Today i tracked the code,i think the issue is that the Shadow Projector tracks a single Shadow Textu... read more 01/04/2009 (1:08 pm)
TGEA 1.8.0 - Shadow still broken Polysoup is a new technology,it allows you to export the whole scene in a single dts.And that was th... read more 01/04/2009 (9:42 am)
Player data access (client) Go to server\scripts\game.cs [code] function GameConnection::createPlayer(%this, %spawnPoint) {... read more 01/03/2009 (1:07 pm)
Player data access (client) $player_id = myGuy.getID();... read more 01/03/2009 (8:44 am)
Using a trigger to 'trigger' an animation [url]http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=15076[/url]... read more 12/15/2008 (12:55 pm)
TGEA 1.7.1 Bump Map Flickers on Floor Material or custom material ? Try a simple 24 bit depth bump map (black & white) instead of TBN map... read more 12/04/2008 (11:02 am)
CastRay against collision mesh not bounding box? I think collideBox do the bounding box test. CastRay tests against collision meshes.... read more 11/27/2008 (1:01 pm)
Scripting animation and/or keyframes with State System? It is possible to play specific keyframe ranges,but you need to write your own code for it. You nee... read more 11/26/2008 (8:35 am)
Right Mouse button event I can not understand where you need to catch the input ? TS, C++ ? #include "gui/missionEditor/e... read more 11/22/2008 (8:56 am)