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) |