Jason Booth's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| T2D Networking: Will all T2D clients perform the *exact* same? | Personally, I think the physics is perfectly fine for a networked game. The problem is in expecting ... read more | 03/14/2006 (2:07 pm) |
| T2dTerrain | Wow Michael; I've been working on the exact same thing, but due to other commitments I've been sitti... read more | 03/05/2006 (9:52 pm) |
| TGB: Visual Scripting | Oh, I agree Melv, it's a lot of work. However, once the basic UI framework is in place (node tree + ... read more | 03/02/2006 (7:52 am) |
| Need help creating new t2d object.. | Thanks Matt, but I'm still stuck on the first step of that tutorial. The first thing you do is copy ... read more | 03/01/2006 (10:58 pm) |
| TGB: Visual Scripting | Hopefully your following this so far. But the basic idea is this: Each of these things is a node on ... read more | 03/01/2006 (10:53 pm) |
| Custom Collision Detection | Funny; I'm working on something very similiar to this right now. I was planning to add a new t2d obj... read more | 02/22/2006 (6:21 pm) |
| Physics bug example code | Oh; just in case your mis-understanding me; the object without it's center point inside of the physi... read more | 02/20/2006 (1:14 pm) |
| Physics bug example code | Thats fine; I wasn't sure if it was a bug or not, but I spent about 2 days trying to figure out what... read more | 02/20/2006 (1:11 pm) |
| Colliding with shapeVector | I can send you an example file created in the level editor if you'd like, and I actually posted two ... read more | 02/15/2006 (3:23 pm) |
| Colliding with shapeVector | Hey chris; I figured out what was causing this problem after a few frustrating nights; I believe it'... read more | 02/15/2006 (9:11 am) |
| Constructing t2d shapes on the fly.. | So the functions to create 3dshapes are only available via the c++ api? Ok; not a big deal, as I'm g... read more | 02/14/2006 (2:32 pm) |
| Constructing t2d shapes on the fly.. | Yeah, I found that tutorial; but it doesn't really go into creating 3d shapes from code; only loadin... read more | 02/14/2006 (2:06 pm) |
| Constructing t2d shapes on the fly.. | Ah. This thread is a bit out of date now (I have the 2d shape version working) but still relivant. I... read more | 02/14/2006 (12:43 pm) |
| Taming the physics engine.. | AHA! I figured it out, and I believe it's a bug in torque; one likely that others wouldn't hit. So h... read more | 02/12/2006 (11:18 am) |
| Taming the physics engine.. | Yeah; I've tried to use clamp as well, but it does the same thing; the player just fly's across the ... read more | 02/12/2006 (10:31 am) |
| How can I draw and collide with a random 2D sine wave landscape? | Well, you can up the subdivision all you want to remove the jaggies. Just make 800 segments instead ... read more | 02/12/2006 (9:18 am) |
| How can I draw and collide with a random 2D sine wave landscape? | The fill issue is due to mesh teselation. Basically, every polygon is extending from that bottom lef... read more | 02/12/2006 (8:51 am) |
| Taming the physics engine.. | Yes, setting gravic seems to fix the mass issue; but I'll be damned if I can get the physics to stop... read more | 02/12/2006 (1:11 am) |
| Taming the physics engine.. | Ok, this physics engine is making no sense to me. For some reason, increasing the mass of the object... read more | 02/11/2006 (6:51 pm) |
| Taming the physics engine.. | Thanks for the help, Adam, but unfortunately I've allready experimented with that setting to no avai... read more | 02/11/2006 (3:41 pm) |
| Taming the physics engine.. | Allright, this is getting rediculus. I've almost spent as much time on trying to get the physics sys... read more | 02/11/2006 (1:17 pm) |
| Projectile motion/math... | Ah, that explains the reverse; makes sense, I still get screwed up thinking +y is down instead of up... read more | 02/06/2006 (8:22 pm) |
| Projectile motion/math... | Hmm.. object has a mass of 1, I'm passing in 35, which should be the correct value; but that seems l... read more | 02/06/2006 (5:12 pm) |
| Projectile motion/math... | Oh, and the value is always returned negative for some reason..... read more | 02/06/2006 (4:14 pm) |
| Projectile motion/math... | Thats a lot of math; thanks for all the help though, it's much appreciated. I've got something wo... read more | 02/06/2006 (4:01 pm) |
| Array of ScriptObjects possible? |
%data = new simset();
%data.add "1";
%data.add "4";
for (%i=0; %i |
02/06/2006 (12:24 pm) |
| Array of ScriptObjects possible? | Arrays in torque are strange; use SimSet's instead, because they have more array like things like a ... read more | 02/06/2006 (7:48 am) |
| Paletted textures support | Since many graphics cards do not support palettized textures, I don't think it's a very valid type o... read more | 02/06/2006 (7:45 am) |
| Settimeron simobject error.. | Thanks guys; going to use schedule in this case instead..... read more | 02/05/2006 (6:21 pm) |
| Torsion and the new alpha.. | Sure; I'll do it tonight when I get home. Do you just need the torsion project file, or anything els... read more | 01/27/2006 (2:06 pm) |
| Torsion and the new alpha.. | How so? Debugging worked fine before and I haven't changed anything with my network in months. Besid... read more | 01/27/2006 (12:33 pm) |
| Torsion and the new alpha.. | I tried created a new torsion project as well; no dice. I'll step through some more tonight and see ... read more | 01/27/2006 (7:55 am) |
| Torsion and the new alpha.. | I spent a few minutes trying to figure out what was going on tonight; basically, if I put a breakpoi... read more | 01/26/2006 (10:29 pm) |
| Torsion and the new alpha.. | Any news on this tom?... read more | 01/26/2006 (4:46 pm) |
| GUI objects.. | Thanks; I think that should do the trick.... read more | 01/23/2006 (8:24 am) |
| Array.count?!? | So I converted everything over to simsets tonight and it all seems to work pretty well. I was hoping... read more | 01/22/2006 (10:16 pm) |
| Array.count?!? | Thats what I was afraid of. Unfortunately, it heavily cripples arrays to not be able to count thier ... read more | 01/22/2006 (11:17 am) |
| Documentation suggestion.. | Wow; thats exactly what I was looking for; thanks!... read more | 01/21/2006 (9:42 pm) |
| Suggestions: Particles | I've been playing with things a bit more, a few more suggestions: Color properties should be plac... read more | 01/17/2006 (10:10 pm) |
| OO scripting: member functions.. | Both, actually; but there will be a limit to how many local players you can support, so I can just h... read more | 01/16/2006 (1:25 pm) |
| OO scripting: member functions.. | That makes sense; but I was explicitly trying to get away from having a global for my player hard co... read more | 01/16/2006 (12:53 pm) |
| OO scripting: member functions.. | Ok, that seems to work but as usual, one question leads to another: 1. Is there any way for my ne... read more | 01/16/2006 (7:02 am) |
| OO scripting: member functions.. | Oh, one other question: since I want my object to be a sprite, I'm doing: %player = new Scr... read more | 01/15/2006 (10:02 pm) |
| OO scripting: member functions.. | Thanks! For me, it's more about encapsulation and data organization that overloading, inheriting and... read more | 01/15/2006 (9:59 pm) |
| How do I set blend mode in particle editor? | Ah; yeah, upgrading to alpha 2 did the trick; thanks..... read more | 01/14/2006 (12:06 pm) |
| A few basic questions.. | 1. Ah, makes sense, even though it's a little wierd you can't adjust the pivot point on a standard s... read more | 01/10/2006 (7:52 am) |