Plan for Derk Adams
by Derk Adams · 06/29/2005 (9:45 pm) · 2 comments

My seventh demo is more of a forced stopping point. After a year with the Torque engine, I finally understand how much of it works. This knowledge shows that I have done much of my coding in a less than efficient manner. In order to add additional player classes (vehicles), I need to restructure my code.
This restructuring is a perfect time to add multiplayer support. Before doing this, I have created this demo. Physical and melee attacks have been added. Water and its effects (speed, heat removal, weapon firing and ranges, jump jets, and visibility) are in. Lasers and PPC have been updated to display correctly. Buildings, cities, bases and AI turrets are in. And lastly, the Hatcheman has been added.
BattleTech Simulator
About the author
Recent Blogs
• Damage Texture with Transparency• Projectile Spread
• Continuous Laser
• Plan for Derk Adams
• Plan for Derk Adams
#2
I will wait for your next project with great anticipation.
06/30/2005 (12:02 am)
Awesome. Simply awesome.I will wait for your next project with great anticipation.

Torque 3D Owner Pat Wilson