Game Development Community

Eric Roberts's Forum Posts

Thread Post Date Posted
Torquescript CHM reference seems to be broken I followed the unblock instructions and now it works. Where I had downloaded from (the link above) d... read more 02/18/2011 (9:56 am)
Beta Documentation Feedback Is there a quick way to generate reference docs for the new beta? I assuming most of them are genera... read more 05/22/2009 (11:53 am)
Beta Documentation Feedback @Michael - This is easily the best written material I have ever seen for a Torque technology yet. I ... read more 04/23/2009 (8:49 pm)
Beta Documentation Feedback BUG: Found a confusing typo. "[b].dso[/b] - This is a TorqueScript file that has been compil... read more 04/23/2009 (7:26 pm)
TGB 1.5 Issues/Oddities Thank you for pointing out the ctrl + tilde console option. I don't use Torsion for my text editi... read more 07/15/2007 (7:43 pm)
GPL'ed game script? @Brett: Thank you for your kind consideration. I'll keep note of it and send you (if) anything I ... read more 07/09/2007 (2:11 pm)
GPL'ed game script? Creative Commons (AFAIK) cover only for media (sounds, music, art). I was looking into it for the me... read more 07/07/2007 (8:43 pm)
GPL'ed game script? I have no problems with sharing ideas and/or letting someone else learn from my code and apply it th... read more 07/07/2007 (4:18 pm)
GPL'ed game script? @David: I was considering this - but seeing as how I have no legal experience (nor am I'm really pay... read more 07/07/2007 (1:24 pm)
GPL'ed game script? Whoops. That was silly of me. Of course I can't (and most definately shouldn't) re-release the commo... read more 07/07/2007 (11:40 am)
Joints in TGB? Ah, Thanks a lot guys. At least I know to stop looking for a built-in solution ;). I was explorin... read more 04/27/2007 (12:02 pm)
Better Engine Documentation Before this post turns into another "TGE needs more docs" discussion, take a search on the forums. T... read more 01/10/2007 (6:48 am)
ContainerRayCast returns at bounding box, not collision mesh Did you search for castRay or raycast in the engine code? The function : [code] bool ShapeBas... read more 12/05/2006 (3:18 pm)
ContainerRayCast returns at bounding box, not collision mesh For ray casts, the world box is always used. In Container::castRay : [code] i... read more 12/05/2006 (12:13 pm)
Projectile render on client @Howard: No there's no "magic function" call or anything like that. I'd be more interested in try... read more 12/05/2006 (11:54 am)
Projectile render on client @ Howard: [quote] It is possible that the server // will have registered a collision while the ... read more 12/05/2006 (8:06 am)
GameBase::BoundingBox A resolution? Don't set it to true. But that's probably not what you want? Why do you want t... read more 06/14/2006 (6:04 pm)
Mask explanation Norm, IIRC, the player uses a custom box, just like you discovered, whose dimensions are specifie... read more 06/10/2006 (12:11 pm)
Mask explanation Norm, Well there are a number of things that could be causing this issue other than the extudedPo... read more 06/10/2006 (8:15 am)
World/local coordinate transformation @ Scott: [quote] Yes, but note that mulV is for vectors, while mulP is for points. Also, mulP an... read more 06/10/2006 (8:05 am)
X Y Z angles between 2 objects Have you seen... [code] void getAnglesFromVector( VectorF &vec, F32 &yawAng, F32 &pitchAng ) [/... read more 06/09/2006 (8:55 pm)
World/local coordinate transformation In the engine it's done with mObjToWorld. Somewhere in the Item code if you wanted to get it's wo... read more 06/09/2006 (8:51 pm)
Mask explanation @ Norm: Unfortunately as you may have already guessed by now, not everyone is very well acquainte... read more 06/09/2006 (8:41 pm)
Angle AND "direction" from vector to point #1. Use the z-component of the cross product of your direction vector, and a vector formed between B... read more 06/09/2006 (8:24 pm)
Collision detection on both side of a polygon mesh It's difficult to tell exactly what / how you're trying to accomplish what you're doing since you're... read more 06/09/2006 (8:18 pm)
Basic jumping problem in torque In case you're wondering about timing issues. The JumpDelay IIRC is measured in server ticks. Each ... read more 06/09/2006 (8:02 pm)
Forum admin can you add thread views? @Paul: I think the way things usually work around dev forums / learning new stuff is a 3 step pro... read more 06/09/2006 (7:57 pm)
Possible for a scene object to render 3 planes instead of one? Alright, if you need any clarification help with the prepRenderImage / inserting more than one image... read more 06/07/2006 (10:30 pm)
Possible for a scene object to render 3 planes instead of one? I know you've definately read through Melv's fxRenderObject tutorial notes. But I remember a certain... read more 06/07/2006 (8:10 pm)
N-sided triggers @Evil Twin: From the code comments in [b]Trigger.cc[/b]: [quote] The polyhedron type is reall... read more 06/05/2006 (10:48 am)
How to submit a resource that has a zip file? As far as I can tell only Code resources are allowed to upload files other than screenshots (the .jp... read more 06/05/2006 (9:05 am)
N-sided triggers @Mike: There are a few issues with this problem. First of all - triggers, believe it or not, d... read more 06/05/2006 (8:31 am)
Help with callback function in code converted to a class Are you still getting compile errors? What exactly is going wrong?... read more 05/29/2006 (10:36 am)
Help with callback function in code converted to a class [quote] Use a static function. [/quote] Isn't guarenteed to work. It will generally complain... read more 05/29/2006 (9:34 am)
Help with callback function in code converted to a class It looks like your StartImageCap is asking for a callback function that's a [b]C function pointer[/b... read more 05/29/2006 (7:49 am)
Custom Convex Problems @Manoel: I've already done plenty of checks, and yes the getPolyList function is being called when i... read more 04/23/2006 (3:30 pm)
What are Mask Bits? @John - Yes, you are correct. Each derived object of NetObject (this includes ShapeBase) has an enum... read more 04/22/2006 (1:39 pm)
Who needs Oblivion when there is Project Offset I'm skeptical about Project Offset. Very skeptical. When you look at all of the demos shown, t... read more 04/21/2006 (9:55 pm)
Ghosting and GameConnection Although I'm glad you've found an answer I remain a little skeptical about the solution because of [... read more 03/22/2006 (5:05 pm)
Ghosting and GameConnection I would think that when you call getControllingClient, you're doing it from your server end. That... read more 03/22/2006 (12:51 pm)
Torsion and TGE You probably want to create a copy of the folder, then create a project in that folder. - Eric... read more 03/22/2006 (12:30 pm)
Ghosting and GameConnection @Joshua: Only Netobjects and objects dervied from are ghosted. So there's no such thing as a Game... read more 03/21/2006 (7:28 pm)
Valid Server Object Transform? Yeah I know that onAdd is called on both the server and the client, and I was working with a derived... read more 03/19/2006 (12:10 pm)
Bob Ross Video Game Announced "And lets put a happy little tree here, and a happy little tree there..." "Now lets pull out some... read more 03/19/2006 (11:58 am)
Characters sliding From my original post: [quote] The problem described affects both local and non-local connection... read more 03/18/2006 (7:37 am)
Characters sliding It could be a bandwidth limiting issue. Check [url=http://www.garagegames.com/index.php?sec=mg&mo... read more 03/17/2006 (12:30 pm)
Video of "Spore" by Will Wright IMHO, personally I don't understand the hype about the game. Although it's a major feat in terms ... read more 03/17/2006 (10:03 am)
Triggers not recognizing StaticShapes My apologies. I didn't realize it was a public forum post until you pointed it out. I'll keep a loo... read more 03/12/2006 (1:11 pm)
Triggers not recognizing StaticShapes Stefan is correct. StaticShapes do not check for collision against triggers. By default in Torque... read more 03/12/2006 (12:21 pm)
Single Poly Convex ? @Jameson: Thanks, that actually cleared a lot of things up for me. I didn't know that it should b... read more 03/12/2006 (11:58 am)
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