Game Development Community

Pascal's Forum Posts

Thread Post Date Posted
Good Bug/Task software? I'm a big fan of mantis. It has a simple enough interface that it actually gets used. Setup is pre... read more 07/13/2005 (4:40 pm)
Linux Compilers Alex is right, KDE doesn't have anything to do with compiliers, but maybe you're looking for linux ... read more 06/20/2005 (9:27 pm)
Apply a translation to a simgroup? @Andrew, I don't think there is any built in way to do this, as SimGroup is too high up the h... read more 03/15/2004 (4:46 pm)
Adding another HealthBar type. Is it difficult? Hi Stefan, I think people are confused why you don't want to add something to shapebase. In or... read more 03/11/2004 (8:36 am)
Always render an object, even if it is out of view I think objects get put in an extra overflow bin so it would get checked every frame -- but if you w... read more 03/08/2004 (7:53 pm)
Always render an object, even if it is out of view Why not just make the objBox/worldBox big enough so that it contains both objects it should draw a l... read more 03/08/2004 (6:55 pm)
MaskBits out of bits I got rid of TeamMask, ShieldMask, and InvincibleMask and the corresponding code in shapebase.h/.cc ... read more 03/08/2004 (5:20 pm)
1024 Ghost limit/Incr GhostConstants gives out of range err @CG Do you have the change above (idSize)? I was able to get more than 1024 ghost objects vis... read more 03/08/2004 (6:16 am)
RW melee code crashing engine..... I added the RW melee code in a while ago and was able to get it to work...Do you have a stack trace ... read more 03/07/2004 (8:09 pm)
Always render an object, even if it is out of view I don't know of any...Why do you want to call render it if its out of view (i.e. should not render a... read more 03/07/2004 (8:08 pm)
1024 Ghost limit/Incr GhostConstants gives out of range err I think there at least one more thing (besides changing the constant and any readint(10) writeint(10... read more 03/07/2004 (11:17 am)
Ai player fire weapon. Hey, I posted some console code in the thread below that shows some aiPlayer stuff you can do j... read more 03/03/2004 (6:23 pm)
Runtime changes of the terrain @Rasmus If you are looking to add something like this to your game, it shouldn't be that hard b... read more 03/03/2004 (8:09 am)
Computer player detecting live player Hey Kevin, I think you'd want to do it in C++ because you're looking at a fair amount of vector ... read more 02/27/2004 (1:34 pm)
Moving Sun... Moving Shadows? I thought about trying this a little while ago and my first reaction was (someone hit me if I'm way ... read more 02/27/2004 (1:15 pm)
DTS shadows. Hey Ben, Have you considered rebuilding your board as an interior (.dif) shape? It might be li... read more 02/27/2004 (11:40 am)
How long should it take to get 'comfortable' with torque? @Patrick I'm remember that feeling well. Here would be my two main recommendations: 1. Leave t... read more 02/25/2004 (12:17 pm)
How long should it take to get 'comfortable' with torque? Http://www.garagegames.com/docs/torque.sdk/engine/inherits.php Great stuff Ben.... read more 02/24/2004 (8:24 am)
TerrainManager discussion @Jorgen + John The basic torque terrain code has a lot a hardcoded stuff that prevents it from be... read more 02/23/2004 (4:53 pm)
TerrainManager discussion @John Certainly no disrespect to Donovan. Is there anything I'm missing about GORPE? A recent pos... read more 02/23/2004 (12:19 pm)
How long should it take to get 'comfortable' with torque? Took (still taking) me a long time, but with good reason: it does a lot, and it does a lot well and ... read more 02/23/2004 (10:32 am)
TerrainManager discussion I didn't really look at GORPE except for the latest TerrainManager stuff. I think it has IDE with it... read more 02/23/2004 (9:56 am)
TerrainManager discussion Bump. Anyone Interested?... read more 02/21/2004 (12:43 pm)
How do you get the last two didgets of a number? Modulus (remainder) should work too: i = num % 100; //(returns number 0 - 100) in both C+... read more 02/03/2004 (6:20 pm)
Can an object belong to more than one SimGroup? Jeff: Try this: %set = "Team" @ %shapeTeam @ "Set"; for(%i=0;%i<%set.getCount();%i++) { ... read more 01/17/2004 (10:13 pm)
Sphere collisions Dylan, I think your best bet might be just to up the friction a bunch and make a more detailed ... read more 01/08/2004 (9:02 am)
Torque/ODE Hey, I just posted a basic ODE resource (only single player - localclientconnection right now but... read more 01/04/2004 (9:26 am)
Rotation Interpolation I know this thread is probably dead but I found a question I can answer...slerp (given two matric... read more 01/02/2004 (9:18 pm)
SpeedTree Edit [Ben is right - although they don't seem to have any forums, I'll see if the tech people... read more 01/02/2004 (8:16 pm)
Got moving platform working..sort of. Need help! Hey Mark, I did an update on badguy's rotational doors to generalize them for a rotated parent. ... read more 11/28/2003 (7:21 pm)
Got moving platform working..sort of. Need help! Hey Mark -- What is the status of your doors/platforms? I've finally got mine working and was thi... read more 11/25/2003 (4:42 pm)
Player / Bot performance limitations? I'm going to try to do some profiling of the packets that are getting sent. Just off the top of my ... read more 10/29/2003 (9:57 am)
Player / Bot performance limitations? I think I answered my own question. I upped the values ingame for $pref::Net::PacketSize $pr... read more 10/28/2003 (11:08 am)