Game Development Community

Jacobin's Forum Posts

Thread Post Date Posted
What's wrong with Unity? [quote]i don't see a need for this, i never see GG staff running around trying to defend Torque engi... read more 01/25/2009 (12:42 pm)
What's wrong with Unity? [quote]plus with Torque you get the source code, so you can implement new feature when you need to, ... read more 01/25/2009 (9:51 am)
Physics out of the box - Does Torque have it? Actually Edward, it's not for Mac Development only. You can publish to web for both Mac and PC with... read more 05/30/2008 (9:59 pm)
Physics out of the box - Does Torque have it? You might want to check out the Unity game engine. It has ragdolls, PhysX and rigidbodies out of th... read more 05/30/2008 (8:12 pm)
Is Torque for me? [quote]After seeing a couple demos, (the water plane was awsome) im convinced this definately will w... read more 05/06/2008 (5:22 am)
Garage Games & OpenGL [quote]The most ironic thing here is that posts like the recent ones frustrate the very people who w... read more 04/05/2008 (4:20 am)
Torque strengths/weeknesses [quote]Does TGEA have some of the same issues as TGE with moving out past a certain point in the mis... read more 03/31/2008 (6:17 am)
TGEA 1.7.0 Beta 1 Bug - renderFirstPerson = false That bug is a year old. [url]http://garagegames.com/mg/forums/result.thread.php?qt=59996[/url]... read more 03/23/2008 (6:41 pm)
Non-projectile type weapon [quote]I know nothing about C++, and the only Torque script I'm familiar with is what I've went thro... read more 03/23/2008 (4:59 am)
Need some reassurance... [quote]I've not seen much improvement by the community in this regard. Only random resources which a... read more 03/21/2008 (6:25 pm)
TGEA 1.7.0 Beta1 feedback Adam: Really? I seem to remember noticing it was back in when I had Kork take a bath in the Strong... read more 03/19/2008 (1:51 pm)
TGEA 1.7.0 Beta 1 - Polysoup/Character Collision [image]http://i26.tinypic.com/21kar7o.jpg[/image] Also when colliding when polysoup objects, the ... read more 03/19/2008 (10:37 am)
Why not do melee like this? I rolled a new class to handle melee weapons, based on shapebase. It did work out far better than u... read more 03/01/2008 (12:55 am)
Vehicle Gas/Brake Animations IFL animations are what's usually used for brake lights. I believe there's even a "how to" for it s... read more 02/17/2008 (9:07 am)
Next-Gen Rts question [quote]Next gen is a term used by console manufacturers to pimp their new machines. Since consoles d... read more 02/05/2008 (3:32 pm)
Which part of Killer Kork's code is for flocking? Kork is following a series of predefined way points that comprise a path. They are simply a group ... read more 02/05/2008 (3:27 pm)
Melee Combat In most implementations the start/end points are actually dummy nodes on the weapon object itself. ... read more 01/13/2008 (2:02 pm)
Texture/Material layers in TGEA? I believe he's looking for something akin to what they did in Kork Paintball, but a TGEA solution. ... read more 01/05/2008 (7:34 am)
Making sword weapon swing I'm guessing you created it as a cyclic animation. There's a bug with non-cyclic animations which... read more 01/05/2008 (6:40 am)
Freeze-up during Loading Objects (TGE) Try having him host the mission. That would eliminate networking issues as part of your problem. A... read more 01/04/2008 (1:21 am)
Making sword weapon swing Oh, that's a far more fundamental question than the code I had posted was geared to answer. Think... read more 01/01/2008 (10:37 am)
Game engine as a filmmaking/video production tool A game engine such as Unity would probably be better for you than Torque for this purpose. Simply b... read more 12/31/2007 (7:32 pm)
TGEA update when? [quote]1.0.3 out of the box does not support heightmaps larger than 2048x2048 but there is a fix in... read more 12/31/2007 (9:35 am)
Making sword weapon swing There's a few resources around. They all tend rely upon a raycast down the length of the weapon tha... read more 12/31/2007 (9:16 am)
Forum searching angina Thanks for the tip, David. That, along with -t2d and now there's far less clutter.... read more 12/30/2007 (11:27 am)
Making sword weapon swing There is a catch though, if you're looking for melee. PlayThread animations aren't actually animate... read more 12/30/2007 (11:23 am)
TGB Pro possiblities I'd be more worried about TGB's networking layer than the sound. TNL Lite isn't robust enough to su... read more 12/27/2007 (1:14 pm)
FxShapeReplicator missing? It was one of many 'bonus code' features of TSE release. (translation: not working and commented ou... read more 11/28/2007 (11:24 pm)
State of TGEA on MacOS X There's a problem with Stephen's assessment, that's nothing unusual. One has to look at the demo an... read more 11/24/2007 (11:22 am)
Dummy object for melee collisions It's because in reality the object isn't moving even though you're swinging it. You'll need to roll... read more 11/14/2007 (10:30 pm)
Suitability of Torque for Car,Fighting and Survival Horror [quote]1. Car Game (like GTA or Driver)- Tried implementing this in 3DGS but failed because the Terr... read more 09/28/2007 (7:34 pm)
So who the heck is IAC? [quote]The concept of hardware will soon be obsolete, that's a point that Google's (amongst many oth... read more 09/26/2007 (9:45 am)
Mounted Object Collisions (not Image) You don't need to expose it to script really. For these situations simply disable collision for all... read more 08/23/2007 (11:56 pm)
TorqueX equals an incomplete TGEA [quote]It is also extremely important to note that Atlas was never truly meant to replace "legacy" t... read more 08/23/2007 (10:14 pm)
Explosions not working on a dedicated client Hello Kostas, maybe this resource can help you. [url]http://www.garagegames.com/index.php?sec=mg&... read more 08/22/2007 (8:51 am)
TorqueX equals an incomplete TGEA [quote]The lighting and shadows definitely needs to be fixed, but at this point I highly doubt an in... read more 08/22/2007 (2:31 am)
TorqueX equals an incomplete TGEA [quote]I want to know what and where we need to change things so that people do not feel that they h... read more 08/21/2007 (12:11 pm)
When will the 1.02 out? [quote]Andy: please send me an email with point by point list of the several functions and features ... read more 07/23/2007 (8:28 am)
When will the 1.02 out? There's no reason to worry about it. Although long overdue, GG already has stated it will be a very... read more 07/19/2007 (8:04 am)
Rumors about TGEA and v1.2 I doubt that's the case. It's probably just something filling the black void of information coming ... read more 06/19/2007 (5:16 pm)
When will the 1.02 out? [quote]GG does give a changelog :)[/quote] There's a changelog supplied with the Torque MK kit. ... read more 06/02/2007 (6:56 pm)
Drawing custom objects with TGEA materials Subclassing shapebase or staticobject isn't good enough?... read more 05/31/2007 (5:48 pm)
3D Space Game using Torque? The problem you mention exists both in torque and TGEA. As you move further away from the origin, o... read more 05/29/2007 (7:52 pm)
FBX shenanigans. I wish you luck in this endeavor, Phil. If you pull it off you will instantly be every torque user'... read more 05/25/2007 (11:30 am)
Hey GG, how about a vehicle collision fix?? J.C.: I find your terrain argument against C4 amusing, considering we were promised that we would be... read more 05/25/2007 (11:03 am)
OpenGL is not implemented yet. According to GarageGames, OpenGL in TGEA is forthcoming and the top of the list of things they are w... read more 05/25/2007 (5:41 am)
Suggestion - a new forum section just for Atlas Tim if you're using L3DT to generate Atlas terrains (as I think most people are), their forums are q... read more 05/25/2007 (5:35 am)
Hey GG, how about a vehicle collision fix?? Matt +1: for his honest answer. Quite refreshing. Stephen -1: for his [b]continued[/b] head-in-t... read more 05/25/2007 (5:32 am)
Hey GG, how about a vehicle collision fix?? Martin: Take your pick. Just about all the engines available in the indie range have disgruntled to... read more 05/23/2007 (4:11 am)
Rotational/Circular Movement Perhaps you can use some of the AIplayer path following routines.... read more 05/23/2007 (3:37 am)
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