Smaug's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Creating a Colour Palette in Photoshop | [quote]I meant, if it begins as pure white or pure black, will it retain that after the color blend?... read more | 04/13/2005 (8:14 pm) |
| Creating a Colour Palette in Photoshop | [quote]But then you can't have whites or blacks, right? Or does it retain the contrast?[/quote] T... read more | 04/13/2005 (7:27 pm) |
| T2D OpenGL only? | DirectX is supported through abstracting it into other API's that the engine uses directly. For exam... read more | 04/13/2005 (12:57 am) |
| Starting with main.cs in zipfile | There's nothing that says you [i]can't[/i]; you just need to expend some effort at it. Look at my po... read more | 04/12/2005 (8:50 pm) |
| T2D updates coming soon | [quote]And the original space shooter demo had some silly mistakes by Melv and I that hurt performan... read more | 04/12/2005 (2:26 pm) |
| Auto detecting for the API | [quote]He was insulting towards an operating system, you were insulting towards a person, I find tha... read more | 04/12/2005 (3:07 am) |
| Nearest neighbor filtering | [quote]But I think the ability to use both styles in a single game is important.[/quote] Really? ... read more | 04/12/2005 (2:46 am) |
| Auto detecting for the API | [quote]In the windoze world? Possibly. But then you are cutting out 2/3 of the cross-platform option... read more | 04/11/2005 (10:12 pm) |
| Nearest neighbor filtering | I can't imagine a real-world use where you want to use bilinear filtering on some sprites with the s... read more | 04/11/2005 (6:15 pm) |
| Game asset management | [quote]Er, so I don't have to remember the name of every datablock and then do a blahdatablock.delet... read more | 04/11/2005 (6:06 pm) |
| Auto detecting for the API | [quote]That being said, there is nothing anywhere in TAP where you even set a "preferred device".[/q... read more | 04/11/2005 (6:04 pm) |
| How to write files? | [quote]Better to use encryptions vs saving off as bytes[/quote] So, you're suggesting, rather tha... read more | 04/11/2005 (1:21 pm) |
| Creating aggregate objects. | Most interesting. So the relationship between the fxSceneObject2D and the collision/physics stuff re... read more | 04/11/2005 (12:04 am) |
| How to write files? | [quote]You don't want to right it out in bytes. You want text. Linux-flavors and Mac are a different... read more | 04/10/2005 (9:47 pm) |
| A day in the C++ life of T2D | [quote]would you now consider your outlook on scripting languages just might be underestimated?[/quo... read more | 04/09/2005 (3:09 pm) |
| A day in the C++ life of T2D | [quote]In-fact, I'd be a liar if I said I knew what the statistics were for the use of scripts in "m... read more | 04/09/2005 (12:16 pm) |
| How to port from script to C++ | [quote]The C++ question is a matter of speed, nothing more.[/quote] No, it is not. Or, more speci... read more | 04/09/2005 (11:41 am) |
| Coding/Content Packs ... opinions | [quote]What I'd like to see is a book on game programming with T2D.[/quote] Before that, it'd pro... read more | 04/08/2005 (9:03 pm) |
| How to port from script to C++ | [quote]There is a official way to write custom C++ code for TAP based engines, and it's not by putti... read more | 04/08/2005 (5:43 pm) |
| A day in the C++ life of T2D | [quote]someone is working on an MMORPG in Torque, they're in Alpha... its a Massive Multi and Single... read more | 04/08/2005 (5:11 pm) |
| A day in the C++ life of T2D | [quote]implies that Tscrip can only be used for little games or tech demos... quite the contrary... ... read more | 04/08/2005 (4:05 pm) |
| A day in the C++ life of T2D | [quote]Nothing personal, but why spend all this time worrying about inner structure when you could b... read more | 04/08/2005 (2:33 pm) |
| How to port from script to C++ | [quote]Lets not bring the holy war into this thread please.[/quote] Why is it that, whenever the ... read more | 04/08/2005 (2:09 pm) |
| A day in the C++ life of T2D | [quote]All of this functionality already exists.[/quote] You're not quite understanding what he's... read more | 04/08/2005 (1:33 pm) |
| How to port from script to C++ | [quote]So, the best way is to use script, and make stuff like AI a seperate module in C++?[/quote] ... read more | 04/08/2005 (12:19 pm) |
| A day in the C++ life of T2D | [quote]Beyond all the Python/Lua/Javascript debate, what i don't understand is why Torque2D developp... read more | 04/08/2005 (12:10 pm) |
| Coding/Content Packs ... opinions | Much of what I'd like to see are already promised to us in some form (though I'm still waiting to he... read more | 04/08/2005 (2:43 am) |
| A day in the C++ life of T2D | [quote]It's just absurd to say that a programming language, which python is, drives or is driven by ... read more | 04/08/2005 (2:20 am) |
| The dirt in Scorched Earth | [quote]That way, destroying pieces of land would be as simple as drawing the explosion onto the alph... read more | 04/07/2005 (11:32 am) |
| Torque 2D to Mac | Wait. Are .dso's platform specific? I don't know why they should be; the Mac version of the engine s... read more | 04/07/2005 (11:29 am) |
| Mount system confusion | [quote]The mount system does not rotate when the object rotates?[/quote] No, it does rotate with ... read more | 04/06/2005 (8:33 pm) |
| A day in the C++ life of T2D | [quote]I just have to point out that Python is a programming language with capabilities way beyond w... read more | 04/06/2005 (1:11 pm) |
| Game Release EULA and T2D logo | [quote]I cannot describe how sick this entire debacle makes me.[/quote] What "debacle" are we tal... read more | 04/06/2005 (12:19 am) |
| The dirt in Scorched Earth | [quote]We don't have surfaces but rather memory textures which need to be uploaded to the graphics c... read more | 04/06/2005 (12:09 am) |
| Creating aggregate objects. | Now that I have the mounted stuff working, I'm running into some other issues. The problem is that f... read more | 04/05/2005 (6:24 pm) |
| Creating aggregate objects. | Oh, um, never mind. Apparently, I spelled fxSceneObject2D without the 2D in my code. As I went to co... read more | 04/05/2005 (6:04 pm) |
| Sprite Masking... | [quote]Second, I'd be interested to hear anyones thoughts for both exposure of some of the underlyin... read more | 04/05/2005 (5:48 pm) |
| Game Release EULA and T2D logo | [quote]I shall be abandoning Torque2D development and moving my project to a different SDK if I am f... read more | 04/04/2005 (10:45 pm) |
| Less splits? | [quote]So say what you want about lots of categories, but the more the better.[/quote] Well, cons... read more | 04/04/2005 (8:17 pm) |
| A day in the C++ life of T2D | [quote]But both Perl and Python have large application bases from theri camps, even if I only use th... read more | 04/04/2005 (8:10 pm) |
| A day in the C++ life of T2D | [quote]C# for scripting would be a very strange sense of overkill. Kind of like implementing a C++ c... read more | 04/04/2005 (3:39 pm) |
| Creating aggregate objects. | Specifically, what I'm trying to do is create a bare scene object with no collision, attach some sce... read more | 04/04/2005 (3:34 pm) |
| Creating aggregate objects. | I cordially dislike bumping, but this is a work-stoppage issue. You mean to tell me that nobody, not... read more | 04/04/2005 (12:52 pm) |
| Game Release EULA and T2D logo | [quote]The logo is what it is going to be. It looks cool. It looks professional.[/quote] But it's... read more | 04/04/2005 (12:51 pm) |
| Sprite Masking... | These next ones are [i]far[/i] more useful: GL_SRC_ALPHA: P(rgba) = (S(a), S(a), S(a), S(a)) GL_... read more | 04/04/2005 (12:26 pm) |
| Sprite Masking... | So, what do these parameters mean? Well, here we go: GL_ZERO: P(rgba) = (0,0,0,0) GL_ONE: P(rgba... read more | 04/04/2005 (12:26 pm) |
| Sprite Masking... | [quote]I need to find a good OpenGL reference that explains the blending options... any suggestions ... read more | 04/04/2005 (12:25 pm) |
| T2D stopped seeing my script entirely! | The tutorial has at least one typo. There's a "-$10" where there should be a "-10". There may be mor... read more | 04/04/2005 (12:16 am) |
| Game Release EULA and T2D logo | [quote]This is similar to the way the way Dolby Sound is displayed in the front of a movie.[/quote] ... read more | 04/03/2005 (8:01 pm) |
| Switch statement | I've always been kinda... ambivalent about the way switch/case works in C/C++. On the one hand, havi... read more | 04/03/2005 (3:52 pm) |