Game Development Community

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)