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Kent Butler's Forum Posts

Thread Post Date Posted
Platforms Players can Ride Version 1.1 Final Question: Has anyone played with wheeled vehicles and this?... read more 01/19/2008 (5:52 pm)
Platforms Players can Ride Version 1.1 @Ramen - Suggestion/Request: I noticed that you decided to change these function names. Scen... read more 01/19/2008 (5:43 pm)
Platforms Players can Ride Version 1.1 I havn't checked in on this for a bit - I ended up working on my own mover class (not locked to a pa... read more 01/19/2008 (5:27 pm)
Read/WritePacketData vs. PackUpdate question. Cool. Thanks.... read more 01/16/2008 (4:32 pm)
Milkshape Orc If you just need a skeleton model that will work with the player .dsq files, I finally found one in ... read more 01/14/2008 (10:20 pm)
Run-Time, In-Game Object Manipulation(s) Oh yeah... One other thing was not really apparent to me when I first started researching Torque: th... read more 12/20/2007 (8:14 pm)
Run-Time, In-Game Object Manipulation(s) I'm pretty darn new to this 3d stuff myself, and hit my head up against the same issues. First, bea... read more 12/20/2007 (7:43 pm)
Live video Well, it doesn't seem done yet - but is this the sort of thing you were looking for (it's the David ... read more 12/20/2007 (4:44 pm)
Lightweight tickable netobject It depends on what exactly you are doing. I think that subclassing the netObject like you did is fi... read more 12/20/2007 (4:02 pm)
Liquid wave depth - does this actually work? (Code spew) Holy crapola - the friggin computer's right - that WAS big.... read more 12/20/2007 (7:02 am)
Liquid wave depth - does this actually work? (Code spew) USING THE CHANGES: From a practical standpoint, these changes add one useful function: WaterBlock::... read more 12/20/2007 (6:55 am)
Liquid wave depth - does this actually work? (Code spew) Now, in waterBlock.h (near the top) [CODE] // MM: Depth-map Resolution. enum WaterAttribute... read more 12/20/2007 (6:54 am)
Liquid wave depth - does this actually work? (Code spew) In fluid.h [CODE] //------------------------------------------------------------------------------... read more 12/20/2007 (6:53 am)
Moving Collision Shape I believe that you can animate a collision mesh as long as the entire mesh is attached to a single b... read more 12/20/2007 (5:22 am)
MWaterCoverage bug Hey, better late than never! Replying here was easier (for me) than figuring out where to post it... read more 12/20/2007 (2:39 am)
Watercoverage issue If anyone has dead-ended here - I posted a patch to compensate for the underlying bug at the shapeba... read more 12/18/2007 (4:04 pm)
MWaterCoverage bug NOTE: This is really a problem with the findObjects() function. [b]So in that respect, even after t... read more 12/18/2007 (3:56 pm)
MWaterCoverage bug I know this post is old ... but it seems as good a place as any to put this... I just ran up agains... read more 12/18/2007 (4:09 am)
Really unesesary Engine Request Wow, someone actually uses C#? Cool. Don't know why, but that possibility never occurred to me :-)... read more 09/26/2007 (2:48 pm)
Really unesesary Engine Request [quote] In August, 2000, Microsoft Corporation, Hewlett-Packard and Intel Corporation co-sponsored ... read more 09/26/2007 (2:31 pm)
Blowing up buildings This post is probably in the wrong place - it's not really a game idea so much as a function. Def... read more 09/26/2007 (2:14 pm)
AIPlayer onStuck callback bug (?) and it's fix You have a very good point. Yes, it should work to add a zDiff check and would probably be more tho... read more 09/24/2007 (11:52 pm)
Understanding AIManager and AIPlayer When you think about it, pretty much every feature is a "convienence" and nothing more. The ones th... read more 09/22/2007 (2:58 am)
Vehicle stuff A slightly easier solution to the brakes problem: (described by Bruce Wallace above) In wheeledVe... read more 09/19/2007 (5:04 pm)
Platforms Players can Ride Version 1.1 Ok now for a dumb question: So what command is it to get the "world box center" for the pathshape? ... read more 09/13/2007 (3:34 pm)
Is LOScol not needed anymore? Apparently the simple answer is no, LOS has not replaced LOSCol. I just played with this for a few ... read more 09/13/2007 (3:37 am)
Platforms Players can Ride Version 1.1 @Terrence: is your platform centering correctly? Here's an odd situation that I've noticed before... read more 09/11/2007 (6:15 pm)
Platforms Players can Ride Version 1.1 @Terrence: That's a nice quick-fixer (way less warpy than my current fix). I'm still trying to figu... read more 09/11/2007 (5:54 pm)
Platforms Players can Ride Version 1.1 @joe: Thanks for the code ... this'll really help me! I'm trying for a different solution to a si... read more 09/08/2007 (6:50 pm)
Platforms Players can Ride Version 1.1 I had to recreate my entire *&^%$ custom TGE C++ project (don't ask). While I was at it, I took the... read more 08/23/2007 (7:14 pm)
Platforms Players can Ride Version 1.1 Well, my first TorqueScript was less-than-perfect. It turns out there was a cascading "off-by-one" ... read more 08/23/2007 (7:03 pm)
Platforms Players can Ride Version 1.1 Oh yeah ... and a helper function for creating one of these objects! This would have come in VERY h... read more 08/06/2007 (11:52 pm)
Platforms Players can Ride Version 1.1 Here is the code described above. It's really my first torquesript program so I very well may have ... read more 08/06/2007 (11:27 pm)
Platforms Players can Ride Version 1.1 I've come across things acting a little wacky... By declaring the pathShape as part of a path in the... read more 08/06/2007 (11:10 pm)
Platforms Players can Ride Version 1.1 @Joe Thanks for the reply! Yesterday I was a winmerge virgin - today, Winmerge is my new best fri... read more 08/05/2007 (3:17 pm)
Platforms Players can Ride Version 1.1 I'm having the exact same problem that Sventhors mentioned previously regarding smAmbientLight. ... read more 08/04/2007 (1:43 pm)