Game Development Community

Luke D's Forum Posts

Thread Post Date Posted
Battle of The Bots - Who would you want? I think the different mount points are fairly arbitrary, aren't they? I mean a given mount node (sa... read more 08/23/2004 (7:56 pm)
Battle of The Bots - Who would you want? For the shoot-offable arm, make the robot model without the arm, and position mount1 at the shoulder... read more 08/23/2004 (7:20 pm)
Any Docs On Pathed Interiors Patch for HEAD? I'd love to see an example of a hinged door if you wouldn't mind sending it my way too, please. Rig... read more 08/23/2004 (1:52 pm)
People selling torque on ebay !!!! Several of this person's other auctions are dutch with quantity of nine, but then he explicitly says... read more 08/22/2004 (3:36 pm)
Normal mapping Yes, the character has some normal maps applied, but they are fairly subtle. Check the image files ... read more 08/19/2004 (4:57 pm)
Huge human head in a world you can walk on. There might still be some issues with velocities, collision-detection, etc. so it might be something... read more 08/19/2004 (8:20 am)
Huge human head in a world you can walk on. I just did a few tests with some simple static shapes, and certainly you wouldn't want this to be al... read more 08/19/2004 (7:59 am)
Game Space I use trueSpace 6.6, which is a super-set of the gameSpace product. Assuming you mean the free .d... read more 08/19/2004 (7:20 am)
Huge human head in a world you can walk on. Five minutes to walk from one side to the other (assuming default walk/run speed) is bigger than one... read more 08/19/2004 (7:03 am)
Normal mapping The TSE demo is totally stand-alone, it needs no other files, and it is running real-time. It does ... read more 08/18/2004 (7:39 pm)
Normal mapping I've only played with TSE a little outside of the demo app, but I found it quite capable and it is o... read more 08/18/2004 (6:54 pm)
Normal mapping TSE (Torque Shader Engine, which is currently offered in Early Adopter mode for a price in addition ... read more 08/18/2004 (6:08 pm)
Particle Sys. Optimizations? Melv's stuff isn't released yet (his latest stuff is in his 2D project) but the feature set is aweso... read more 08/15/2004 (6:27 pm)
Particle Sys. Optimizations? My wildest dreams are to see Melv's particle work in T2D show up eventually in TSE in one form or an... read more 08/15/2004 (11:53 am)
What is the technical term for this? I tend to run with it disabled so I don't think I've seen this, at least not with Torque. I can ima... read more 08/14/2004 (6:08 pm)
What is the technical term for this? Sounds like you are describing shearing. This tends to happen when the screen is refreshing out of ... read more 08/14/2004 (5:57 pm)
Game Developer Magizine It depends entirely on your interests. There is often a lot of theoretical discussion (e.g. abstrac... read more 08/13/2004 (12:23 pm)
Creating spread on aim There is also [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1714]this[... read more 08/07/2004 (2:38 pm)
Random Level Generator Tool? This is a fairly far-fetched idea, but depending on how the 2D D&D map-making programs output their ... read more 08/07/2004 (11:41 am)
TGE Editor AddOn The editor itself already has snap-to-grid and snap-rotation functionality (EWorldEditor.SnapToGrid ... read more 08/04/2004 (12:54 pm)
Question about mapping It appears to me more often than not people make individual buildings, streets and structures in Wor... read more 07/29/2004 (10:15 pm)
A game that is 30,000,000,000 pairs of DNA in the making At least half of what I've learned and experienced in gaming and graphics over the last 18 years com... read more 07/29/2004 (10:04 pm)
Applying pathInteriors patch Personally I'd grab a fresh copy of the source. You could potentially rewind the patch by hand (the... read more 07/27/2004 (11:03 am)
Terrain horizon problems FogDistance and fogColor represent a different fog than the three fogVolumes. I believe fogDistance... read more 07/27/2004 (9:33 am)
Applying pathInteriors patch Your patch command should be: patch -p0 < engine\pathInterior.patch The '<' is vital. You m... read more 07/27/2004 (9:21 am)
On the torque indie license The $100 gets you all source code, render engine and all. Luke... read more 07/26/2004 (11:11 pm)
... I have one about a month old that seems to have slipped past as well. Could someone throw an eyebal... read more 07/26/2004 (11:10 pm)
Re-introduction to TGE There is support for simple bot-like functionality to some degree. The demo app in the current head... read more 07/26/2004 (2:17 pm)
Help on creating a city environment You should be able to meet your requirements fairly easily, depending on the density/detail level of... read more 07/23/2004 (2:21 am)
My newbie questions To simply place the shape in the world (i.e. not use it as your player shape, weapon, etc.) you can ... read more 07/19/2004 (3:50 pm)
Neg brushes in QuArK? Thanks for the advice. I ended up with a combination of the two which seemed to work (using the neg... read more 07/18/2004 (8:09 pm)
Doors and elevators implementation question Excellent, thanks a lot! I'm grabbing the latest head and attempting to patch as we speak. :) ... read more 07/18/2004 (4:01 pm)
Doors and elevators implementation question David, I seem to be having a problem with your email (keep getting a bounce). Would you be so kind ... read more 07/18/2004 (1:36 pm)
Grid Snap in the editor? Just thought I'd chime in (since I just found the snap-to-grid myself). Apparently (at least in... read more 07/10/2004 (12:22 pm)
Getting an item to explode? Works like a charm! In case anyone is looking to do proximity-based mines (or anything else), her... read more 07/05/2004 (8:35 pm)
Getting an item to explode? Looks like containerFindFirst as defined in gameFunctions.cc is slightly bugged. The line(approx ... read more 07/05/2004 (12:22 pm)
Getting an item to explode? Wicked, Ben. Thanks as always. :)... read more 07/04/2004 (10:42 pm)
Getting an item to explode? That's good to hear, thanks a lot for the point in the right direction. My first thought is to se... read more 07/04/2004 (9:36 pm)
Getting an item to explode? That sounds promising, Ben. :) Looking through the code for something akin to that description, I'v... read more 07/04/2004 (8:56 pm)
Getting an item to explode? Gonzo, did you have a problem with your mines appearing to float or inaccurately laying on terrain b... read more 07/04/2004 (6:47 pm)
Game Space with DTS exporter 1.0 Doesn't the demo prevent any kind of scene/object saving?... read more 07/03/2004 (6:41 pm)
Game Space with DTS exporter 1.0 I use trueSpace 6.6 for my DTS creation, which is nearly identical as gameSpace 1.5 as far as low-po... read more 07/03/2004 (12:01 pm)
Animated particle textures Howard, I think RedCore and Westy was pointing out the fact that there's no equal sign in the quoted... read more 06/27/2004 (10:08 am)
TSE working with Milkshape 3d? Does this include texture animations? Can you add an animated texture via script with TSE? Since t... read more 06/08/2004 (9:39 pm)
"death1" animation sequence crashes program Ah that works superbly, and prevents the need for recompiling the code (although it does seem odd th... read more 06/08/2004 (9:35 pm)
"death1" animation sequence crashes program At the spot in the code where the crash happens (as documented by Kurtis), there are two sets of Tra... read more 06/08/2004 (8:18 pm)
Saving/Loading prefs? Hi! Color be befuddled, but all the examples I've waded through dump the preference set multiple ... read more 06/06/2004 (9:46 pm)
Neg brushes in QuArK? I've resolved one part of my problem through brain-aching scruitiny. Apparently the QuArK hole-find... read more 06/05/2004 (2:57 am)
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