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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 This thread is a bit out of date now (I have the 2d shape version working) but still relivant.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; %iread more 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)