Melv May's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Collisions From a Distance | Maybe too large a "targetMargin" parameter? If it's too small the end-point may not be de... read more | 09/13/2010 (9:18 pm) |
| Global Gravity | You can call "setConstantForce(...)" or "setConstantForcePolar(...)" on the t2dS... read more | 09/10/2010 (10:17 am) |
| Dynamic Shadow In TGB? Yes! | Nice! I saw this article a long time ago and was always interested in implementing it just for fu... read more | 08/23/2010 (5:22 pm) |
| creating specific collision responses | If you want a bounce to always be on one of the (say) 4 [url=http://en.wikipedia.org/wiki/Cardinal_d... read more | 06/28/2010 (1:19 pm) |
| creating specific collision responses | Being completely honest Rennie ... you'll do it your way if you don't want to read/understand basic ... read more | 06/25/2010 (11:15 am) |
| creating specific collision responses | When you use numbers like that in code they're typically referred to as "[url=http://en.wikiped... read more | 06/25/2010 (12:59 am) |
| Scrollers | They are not performance intensive (even though that's subjective) but 1000 of anything is quite a l... read more | 06/18/2010 (8:49 am) |
| 3d objects | The underlying engine is a 3D engine. TGB is a 2D engine based upon it. Even a 2D engine can rende... read more | 06/14/2010 (4:13 am) |
| What would you like to see addressed in Torque 2D? | It's just you. ;) Under Windows you use the right-mouse button to pan the scene.... read more | 06/11/2010 (11:54 am) |
| Praise | The TGB team accept all praise, food tokens and all forms of [url=http://www.digitalapoptosis.com/ar... read more | 06/09/2010 (12:27 am) |
| This makes no sense. Echo not returning. | [quote]But then just didn't think it mattered, regarding echo placemnt. [/quote] Seriously? Like... read more | 06/02/2010 (10:36 am) |
| This makes no sense. Echo not returning. | If you want people to help, try posting the actual code that you're using. If you are indeed using ... read more | 06/02/2010 (9:20 am) |
| TGB Reefing on MacBook | [quote]I'm sure there's a reason for this heat, and it's only mildly inconvenient, so I'm not compla... read more | 06/02/2010 (6:48 am) |
| major question | I have no idea about TDN. Perhaps its down for maintenance or there's a problem, I don't know. I c... read more | 06/01/2010 (10:25 am) |
| major question | collision-send=false, collision-receive=true and immovable=true is correct yes. Note that you don... read more | 06/01/2010 (10:24 am) |
| major question | I said turning-off "send" collisions occupies cpu time, not receive. I you want things ... read more | 06/01/2010 (10:12 am) |
| TGB Reefing on MacBook | Not crazy. TGB isn't just sitting there, it's rendering as fast as it can. It's not a business app... read more | 06/01/2010 (10:01 am) |
| major question | To be clear, I'm not saying that sending collisions will stop them moving, just that if these object... read more | 06/01/2010 (9:44 am) |
| major question | If these objects don't move then turn off send collisions as they are the expensive (active) ones. ... read more | 06/01/2010 (9:09 am) |
| is sprites position relative to itself always dead center? | Another method is to mount one object onto another using the offset you require. Then you can posit... read more | 05/28/2010 (12:03 am) |
| Sub Layering | If you spent a little more time reading my post you'd see I quite clearly state "Scene Graph Me... read more | 05/26/2010 (7:44 am) |
| Sub Layering | [quote]But it would be nice to be able to "pushtofront" or "pushtoback" within a... read more | 05/26/2010 (6:37 am) |
| Tracking Rotations Higher Than 360 | Knowing the angular velocity and knowing the time elapsed, you'd know the number of degrees rotated.... read more | 05/21/2010 (1:06 am) |
| World Limit Bounce | No problem, glad I could help.... read more | 05/18/2010 (8:00 am) |
| World Limit Bounce | If you use "setWorldLimit(...)" you can use "NULL" as the response (meaning no r... read more | 05/18/2010 (1:22 am) |
| Fraps is real laggy in TGB? | I've used Fraps on TGB many, many times without that problem.... read more | 05/14/2010 (12:41 am) |
| Way to temporary stop flipx? | I'm not being funny but if you don't want it to flip then don't call flip! Add a field to your obje... read more | 05/14/2010 (12:35 am) |
| t2dSceneObject.rendered? | No this isn't available because it'd require setting and resetting them each frame which is a waste ... read more | 05/05/2010 (12:12 am) |
| Source Rect does not work properly [FIXED] - RESOLVED | Yeah, I hadn't run-up TGB 1.7.5 for this so I didn't noticed any editor problems, I just did it by l... read more | 05/04/2010 (11:59 pm) |
| White Noise | [url=http://www.torquepowered.com/community/forums/viewthread/109425/1#comment-745509]iTGB Post[/url... read more | 05/04/2010 (10:48 am) |
| White Noise | Well that makes it more confusing. You're having the problem in TGB? Why did you post in the iTGB ... read more | 05/04/2010 (10:34 am) |
| White Noise | Posting more and more threads won't help resolve the issue. You should try to post the product you'... read more | 05/04/2010 (10:28 am) |
| Source Rect does not work properly [FIXED] - RESOLVED | Just change the "TypeRectF" for "TypeRectI" above and it should work.... read more | 05/04/2010 (7:58 am) |
| White Noise | If this whole thread was about iTGB then it should've perhaps been posted on that forum and not this... read more | 05/04/2010 (6:57 am) |
| Torque Game Builder 1.7.5 Released! | I had a quick look at this for you and have posted on your thread.... read more | 05/04/2010 (5:48 am) |
| Source Rect does not work properly [FIXED] - RESOLVED | I had a quick look at this for you and I believe the problem is that the source rectangles type is i... read more | 05/04/2010 (5:45 am) |
| White Noise | [quote]Melv did not like my two posts[/quote] *Sigh* Not true at all. I have said many times Renn... read more | 05/03/2010 (2:02 am) |
| Camera rotation request | Added as a feature implementation for TGB in 2008 (not implemented). Taken correctly in context you... read more | 05/01/2010 (9:08 am) |
| sprite edge flickering | No, [b]automatic[/b] padding doesn't exist AFAIK but creating your artwork so it's suitable is entir... read more | 04/29/2010 (6:31 am) |
| sprite edge flickering | The filter padding option I added to TGB simply copies a single texel frame around each frame (paddi... read more | 04/29/2010 (1:12 am) |
| Question about increasing performance | Objects that are invisible don't get rendered so you save render time only. They are still updated ... read more | 04/28/2010 (5:41 am) |
| audio woes | You've already posted about this [url=http://www.torquepowered.com/community/forums/viewthread/11445... read more | 04/27/2010 (2:52 am) |
| Need help building TGB | No, that should have been the default setting a long time ago. I believe it has been changed for th... read more | 04/26/2010 (5:43 am) |
| Need help building TGB | Assuming you've got all the OS SDKs installed, go into "platformWin32.h" and search for &q... read more | 04/26/2010 (5:20 am) |
| animation/constant force problem | Nobody can know what's wrong from just a vague description. The animation system has nothing to d... read more | 04/20/2010 (7:32 am) |
| +/- | I have not commented on anything to do with mAbs or your previous observations of similarity between... read more | 04/19/2010 (8:14 am) |
| +/- | I am taking it easy, don't interpret my text as angry. Quite the contrary, I'm an easy-going person... read more | 04/19/2010 (7:36 am) |