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Smaug's Forum Posts

Thread Post Date Posted
Game Release EULA and T2D logo [quote]"(b) Licensee agrees to display a full screen Torque 2D logo in the start up sequence of any ... read more 04/03/2005 (1:04 pm)
Game Release EULA and T2D logo They should have multiple T2D logos (all the same type, of course), that we can choose from. Includi... read more 04/02/2005 (9:16 pm)
Stop bouncing! I want a lead break. It's the restitution that you need to change. The "standardMaterial" for collisions is not appropria... read more 04/02/2005 (9:12 pm)
A day in the C++ life of T2D Looks like the main game loop, right? However, it technically isn't. Or, at least, it isn't the plac... read more 04/02/2005 (9:09 pm)
Particle system suggestions It might be better to have a scale bar in the effects editor itself. It wouldn't translate directly ... read more 04/02/2005 (1:31 am)
Forum split! Could we have a forum for C++ coding? This topic seems rather fundamentally different from the other... read more 03/31/2005 (7:16 pm)
Gravity Wells and Black Holes [quote]However, you don't absolutely need to update every tick.[/quote] That all depends on the r... read more 03/31/2005 (7:12 pm)
Gravity Wells and Black Holes The problem with that suggestion is that it doesn't change based on the movement of the target being... read more 03/31/2005 (7:05 pm)
Gravity Wells and Black Holes This is one of those things you kinda need to do per-tick, so it isn't something that's terribly eas... read more 03/31/2005 (5:42 pm)
Most eagerly awaited T2D improvement? A hardcore sprite animation system. The ability to directly apply constant accelerations, not just ... read more 03/30/2005 (10:41 am)
(Pseudo) 3d [quote]Both could be implemented by changing either the vertices or even just the UV coords on a chu... read more 03/30/2005 (1:33 am)
Swept Path Collision? [quote]The magnitude of the sweep has to be bound otherwise precision errors creep in with large mag... read more 03/30/2005 (1:28 am)
Dealing with Multiple Key Presses... This sounds like a code bug. It sounds like you're reseting the flag each time you update it. Pos... read more 03/29/2005 (4:15 pm)
Max image size [quote]Or does T2D load the whole image as a single texture and then map out portions?[/quote] Of... read more 03/29/2005 (11:42 am)
Speed reduction I'm getting the same thing with angular velocity. And changing the friction doesn't seem to help.... read more 03/28/2005 (9:09 pm)
Tutorials on Torque Script? [quote]I'll definitely need more info than that to make any kind of serious game.[/quote] T2D isn... read more 03/28/2005 (6:30 pm)
Max image size The common maximum for ATi cards is 2048x2048. For nVidia cards it's 4096x4096. The Voodoo maximum w... read more 03/28/2005 (6:10 pm)
How does video memory work exactly? [quote]Then there is the accumulation buffer and depth/stencil buffer. (Usually one of the same on m... read more 03/28/2005 (3:04 pm)
Question about isometrics [quote]Perhaps we should just implement your concept of what ISO-maps should do and what they should... read more 03/28/2005 (2:55 pm)
How does video memory work exactly? [quote]I would like all types of images handled automagically. I see no reason why I have to specify... read more 03/28/2005 (12:51 pm)
Question about isometrics [quote]You act as if Melv is ignoring isometrics entirely, when he's already stated very clearly, on... read more 03/27/2005 (11:56 pm)
Question about isometrics [quote]next, this is not a month project, this has been months and months of solid work by an ingeni... read more 03/27/2005 (11:56 pm)
Question about isometrics [quote]If you just want to add it as a hack, all you have to do is to change the way the maps are dr... read more 03/27/2005 (8:41 pm)
Question about isometrics [quote]Unless, of course, you're happy moving sprites around in a rectilinear fashion and want to co... read more 03/27/2005 (7:07 pm)
Epiphany: Use of T2D within a TGE project idea [quote]Is this a good way to handle this concept, or is there a better way in T2D?[/quote] It see... read more 03/27/2005 (12:33 pm)
Question about isometrics [quote]As you say, rendering regular T2D layer-centric sprites within this virtual space is really p... read more 03/27/2005 (12:23 pm)
Python + T2D = Yummy Here's what I want to know. Where did you hook all this stuff in? I might be interested in doing som... read more 03/26/2005 (2:16 pm)
Question about isometrics [quote]With all the occlusion and collision work, it effectly becomes a 2.5D thing.[/quote] Oh, i... read more 03/26/2005 (2:15 pm)
Question about isometrics [quote]From my limited understanding of isometric engines, and some tutorials at SpriteArt.com, iso ... read more 03/26/2005 (1:56 pm)
Software rendering? [quote]Smaug, still the same result. You are wrong in assuming software rasterization will be faster... read more 03/26/2005 (9:24 am)
Software rendering? [quote]True five years ago. These days, 3D hardware kills 2D renderers dead.[/quote] Are you sure... read more 03/25/2005 (6:59 pm)
Tilemap Collisions Help Shouldn't the character move and the camera (the viewport over the world) follow him? Does T2D have ... read more 03/25/2005 (1:53 pm)
Software rendering? [quote]I'd agree completely.. I ran it at 150 rigid-body tiles, got to 5 fps... it still didnt crash... read more 03/25/2005 (1:51 pm)
Software rendering? First, why would you use a 3D software rasterizer to do 2D rendering? It would be much more efficien... read more 03/25/2005 (12:02 pm)
The dirt in Scorched Earth If you're wanting the pure Scorched Earth feel (as opposed to something that is simply similar to it... read more 03/24/2005 (1:39 pm)
Whoa... overwhelmed Actually, one thing I'd like to know is where is the main game loop. The function that calls all of ... read more 03/21/2005 (6:43 pm)
Wing Commander Radar Once again, I don't know how to express it in TGE, but in plain English, you take the inverse of the... read more 03/21/2005 (12:20 pm)
Wing Commander Radar [quote]Here is a small math question (that has been giving me a headache)----after I get the directi... read more 03/20/2005 (8:55 pm)
Wing Commander Radar It's a simple projection. First, compute the position of the object of interest, relative to the ori... read more 03/20/2005 (8:05 pm)
Whoa... overwhelmed I know it's a common thing to dislike scripting due to performance issues, but that's not the issue ... read more 03/20/2005 (4:28 pm)
Evaluating Torque2D #1 [quote]This does actually mean something important, it's extremely early days. We've got plans which... read more 03/20/2005 (1:20 pm)
Evaluating Torque2D #1 Another, perhaps more difficult, thing would be to actually change the collision volume(s) on a per-... read more 03/20/2005 (2:43 am)
Evaluating Torque2D #1 I'm sorry that you feel I'm "slamming" T2D, as that is not my intension. I agree with about 80% of w... read more 03/20/2005 (2:43 am)
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