Game Development Community

John Kanalakis's Forum Posts

Thread Post Date Posted
Does Torque X require a strong knowledge of C#? Also, C# is a very simple language to learn. It's just as easy Java - no worries about memory manage... read more 10/27/2009 (1:24 am)
Box2D and TX or another physics engine I've seen a farseer integration for Torque X somewhere. Unfortunately, Farseer is 2D only. I've alre... read more 10/27/2009 (1:22 am)
Complete Guide to Torque X book sample code The code is not different. The project files target XNA 3.1, though, so they won't open if you only ... read more 10/27/2009 (1:20 am)
T3D terrains in TX... I can dream Terrain editing is definitely a high priority right now, and solutions are already being explored fo... read more 10/16/2009 (10:20 pm)
If you've submitted a Xbox 360 Indie Game... Can you tell me how you compressed your audio, video, and large art files? Duncan and Tom are right on target. I always found the XACT compression to give me the most gain sin... read more 10/16/2009 (8:47 pm)
Issue with Polycounts/Frame rate Tilan, very interesting findings. The next release made a lot of performance improvements, including... read more 10/13/2009 (6:11 pm)
Crash on loading unidentified image in TorqueX Builder 2D I'm assuming it's a .jpg or .png file with zero byte size. The crash is understandable, but the buil... read more 10/13/2009 (9:54 am)
Creators Club version and custome fullscreen fx? It's definitely possible, I'm very sorry I can't offer you more just yet - I'm really swamped right ... read more 10/11/2009 (10:32 am)
Creators Club version and custome fullscreen fx? No, Danilo. You can customize full screen shader effects with the Creators Club version. You need to... read more 10/11/2009 (3:33 am)
Platformer 3.1 on XBOX Henry's right, the XbxProjectGenerator should no longer be used. I'll make sure it's removed from th... read more 10/08/2009 (8:31 pm)
Procedural Animation If you're using the T3DTSRenderComponent, you can get the public [b]Shape[/b] property and from ther... read more 10/08/2009 (2:56 am)
Drawing pure XNA between TX layers [text and avatars specifically] Okay, I see. Then the render to texture makes more sense. Try starting with position (0,0) for the t... read more 10/06/2009 (1:08 am)
Drawing pure XNA between TX layers [text and avatars specifically] Diego, all you want to do is render text to the screen? Here's an easier way to do it. Try this... ... read more 10/06/2009 (12:48 am)
Gui Buttons on existing scene This is probably a good starting point for you... [url]http://static.garagegames.com/static/pg/b... read more 10/05/2009 (3:50 am)
How to properly use T2DSpawnObject [RESOLVED] Looks great, Randy. Can you please email me? jkanalakis@envygames.com John K. [url]www.envygame... read more 10/05/2009 (1:31 am)
Drawing pure XNA between TX layers [text and avatars specifically] Avatar rendering support is scheduled for the release after next (probably around January). As Dunca... read more 10/05/2009 (1:04 am)
Vertical scrolling background... The easiest solution is to add a T2DScroller to the scene's background, Layer 31. You can do this in... read more 10/03/2009 (6:48 am)
Torque X 2D and its new features I can definitely understand your concern and there are some big changes in the works that will be an... read more 10/03/2009 (6:46 am)
Terrain magic number :) It definitely looks like a scale multiplier to reduce the height. With maxint = 65535, this multipli... read more 10/02/2009 (7:20 pm)
Question about Build Size No, there is no direct porting path from TGEA to Torque X. You can re-use your art assetss (models, ... read more 10/02/2009 (6:57 pm)
Installing Torque X 3D on Windows 7 Not XNA 3.1? John K. [url]www.envygames.com[/url]... read more 10/01/2009 (6:43 am)
New resource: GUIVideo for TX2D 3.0.0.0 Hi Matthew, just wanted to check in again... I haven't checked the GuiVideo control, but the VideoMa... read more 10/01/2009 (5:51 am)
Changing Levels Slow Very cool, Duncan. I really like that solution. John K. [url]www.envygames.com[/url]... read more 09/30/2009 (12:16 am)
Changing Levels Slow I'm not sure yet. I'm not comfortable blindly stripping out material definitions from a level file, ... read more 09/29/2009 (8:17 pm)
Changing Levels Slow Duncan, that's a very clever solution, smart thinking! It's true that the Torque X Builders save all... read more 09/29/2009 (7:04 pm)
XNA 3.1 and TX2D 3.1 warnings It's difficult to say without actually seeing the warnings themselves. But in general, some number o... read more 09/27/2009 (7:57 pm)
Bug in fog I have heard of JigLibX, but I haven't tried integrating it. I've worked with PhysX, Farseer, and Bu... read more 09/27/2009 (4:17 am)
Help with projectiles... [RESOLVED] Just for the record, I don't like the conditional operator and usually try to avoid it. Though it wo... read more 09/27/2009 (4:07 am)
Bug in fog There are a number of Torque X update releases scheduled with different areas of concentration. The ... read more 09/26/2009 (8:45 pm)
Changing Levels Slow I'm actually a bit optimistic about the content pipeline extension. As you know, XML is slow to pars... read more 09/26/2009 (2:12 am)
Changing Levels Slow Yeah, a lot of those reviewers are real PITAs. How many times can you really smash the A button with... read more 09/26/2009 (1:03 am)
Bug in fog This is fixed in the next 3.1.4 release. The new method looks more like this... [code] protecte... read more 09/25/2009 (11:07 pm)
Changing Levels Slow Sorr Tony, this only works with the full source version of Torque X. Profiling the game is going to ... read more 09/25/2009 (8:31 am)
Changing Levels Slow 1. Open your game project settings 2. In the Build tab, add the following "Conditional compila... read more 09/25/2009 (4:55 am)
Torque X Platformer Kit Henry, your email address is not on file. Can you email me at jkanalakis@envygames.com ? John K.... read more 09/25/2009 (4:45 am)
Moving 300+ objects for Bullet Hell Game [Performance Issue] Rendering 300+ sprites shouldn't be a problem. But since these are bullets, I'm guessing there's mor... read more 09/22/2009 (4:09 am)
NullReferenceException, just trying to make a camera in code The DefaultSceneGraph should be defined within the levelData.txscene file and no provided automtical... read more 09/20/2009 (8:13 pm)
Partally Transparent Materials Excellent, looks good Eric. John K. [url]www.envgames.com[/url]... read more 09/18/2009 (11:03 pm)
Creating a spotlight / flashlight Matt, the mask above was not for game use, just for Web presentation. To create this mask for game u... read more 09/18/2009 (1:22 am)
Terrain clip map I'm reaaaally close. It's definitely a problem with the recentering code. If you have the full-sourc... read more 09/17/2009 (7:00 pm)
Creating a spotlight / flashlight Thanks Matt, I appreciate that. ;) I'm sure you've already figured out by now, but for others... It... read more 09/17/2009 (6:57 pm)
Basic T3DComponent Break Down? By the way, the details begin at the bottom of page 113, "Creating a New TorqueComponent".... read more 09/17/2009 (2:51 am)
Basic T3DComponent Break Down? Maybe someone else can do a deep dive here. But in a nutshell, ProcessTick() is a callback that the ... read more 09/17/2009 (2:46 am)
Partally Transparent Materials With respect to your earlier post... The isn't necessarily a direct mapping between the texture and ... read more 09/17/2009 (2:40 am)
Partally Transparent Materials Eric, since you did not call out a specific tree, I picked another one - poplar (since it sounds lik... read more 09/17/2009 (2:28 am)
Terrain clip map Kim, this might not be a problem on your side. The clipmap rendering is not correct right now and I'... read more 09/17/2009 (2:01 am)
Partally Transparent Materials Hi Eric, of course I had to pick the one model that had no problems :) I remember writing about and ... read more 09/17/2009 (1:58 am)
Working with the mouse Conceptually, there is little difference. The ProcessTick() method is called by Torque X engine to d... read more 09/17/2009 (1:50 am)
Creating a spotlight / flashlight By "cone of light" it sounds like a top-down view of the game. Others might have a better ... read more 09/17/2009 (1:38 am)
Working with the mouse James, I accomplished this inside some sort of update loop; either the ProcessTick() of a component,... read more 09/17/2009 (1:20 am)
Page «Previous 1 2 3 4 5 6 7 Last »