Game Development Community

Luigi Rosso's Forum Posts

Thread Post Date Posted
Torque3D and Unity's New Pricing I believe I'm a Torque "regular". I don't participate a lot with the community but I have... read more 11/09/2009 (1:01 am)
What would you like to see addressed in Torque 3D? I think the most important thing I'd like to see addressed is the rigid body collision and response.... read more 07/16/2009 (6:04 pm)
BackBuffer Refraction I posted the code in the private forums here: [url]http://www.garagegames.com/mg/forums/result.thre... read more 02/29/2008 (7:45 pm)
BackBuffer Refraction Alex, I ended up piggybacking the alpha marking with the Decal render bins. This actually saved ... read more 02/27/2008 (9:38 pm)
BackBuffer Refraction Thanks Alex, I replaced the conditional with lerp. I noticed that now the glow effects don't w... read more 02/27/2008 (7:44 pm)
BackBuffer Refraction Hi Stefan, I actually didn't implement the Oblique Frustum Clipping method, I did the method Alex... read more 02/27/2008 (6:30 pm)
BackBuffer Refraction Works great!! Thanks for the recommendation Alex! [url]http://www.realityslip.com/clean.jpg[/url... read more 02/27/2008 (5:48 pm)
BackBuffer Refraction Whoops spent too much time typing :-)... read more 02/26/2008 (11:42 pm)
BackBuffer Refraction Hey Stefan, I used that technique in another OpenGL engine. It worked out well. You can find in... read more 02/26/2008 (11:40 pm)
BackBuffer Refraction Thanks Alex, That's a good solution and a lot more efficient than the ones I was thinking about.... read more 02/26/2008 (10:07 pm)
Multi-Texture Support I'm not sure what you mean. You can do any alpha blending you want without multitexture. With mult... read more 08/05/2004 (3:11 am)
Multi-Texture Support Torque does natively support the multitexture extensions. The interiors use multitexture (for vario... read more 08/03/2004 (3:23 am)
Local Angular Velocity Seems like Torque is using the euler method. The 3 floating point units for the velocity vector def... read more 07/17/2004 (9:18 pm)
Local Angular Velocity Ok, sorry if that was hard to understand. This is why I don't think the angular velocity is stored ... read more 07/17/2004 (1:49 pm)
Local Angular Velocity Thanks Jeremy but that won't work, I need to calculate exact orientation angles for the rigid body w... read more 07/17/2004 (1:36 am)
Torquescript syntax question The class is actually ScriptObject while AIManager is the object. If there were two instances of AI... read more 06/22/2004 (4:06 am)
Heres A Brain Jerker!!! I haven't seen the new map file system but that sounds like something you should check up on. The... read more 06/01/2004 (11:43 am)
Heres A Brain Jerker!!! From what I can see (based on the limited knowledge I have of the .map format), it looks like your b... read more 06/01/2004 (2:50 am)
Newton help.... NPhysicsWorld is an instance of NWorld and it gets defined every time you include this file. Either... read more 05/14/2004 (10:17 am)
OpenGL Fog Thanks for support anyway, most appreciated. I'll try with some simpler objects and see if I can fin... read more 04/18/2004 (2:51 pm)
OpenGL Fog Here's my frustum setup, fog, and transformation code: [code] // state is a SceneState pointe... read more 04/17/2004 (5:24 pm)
OpenGL Fog It's hard to show this with static images. What basically seems to be happening is that the fog i... read more 04/17/2004 (1:26 pm)
OpenGL Fog I was pretty stumped too :) That's why I was considering Torque's coordinate system as a possible "r... read more 04/16/2004 (10:40 pm)
OpenGL Fog I don't do anything particular in setting up the transformations. I had this running in a small tes... read more 04/16/2004 (11:00 am)
Terrain deform: Work on client & server. But not dedicated! Hey you're absolutely right, I had not thought that through properly. Good luck, I'll post if I t... read more 04/13/2004 (3:02 am)
Terrain deform: Work on client & server. But not dedicated! What initially comes to mind is that you're likely not synchronizing the client and server properly.... read more 04/11/2004 (11:52 am)
Novodex physics integration?! Oh interesting, I'd seen their post on the flipcode forums a few weeks ago and contacted them to get... read more 03/12/2004 (9:29 am)
Editing a published game?!! I haven't taken a look at the actual ML (mission lighting?) file generation process but here's an ed... read more 01/27/2004 (3:09 pm)
Cipher Game Engine changes hands As far as the site is concerned, yes there are considerable similarities but I've got too agree that... read more 06/05/2003 (12:07 pm)
gcc3.2 oddness I do use PHP for web development (simple and powerful) but certain costly operations (for example se... read more 05/02/2003 (10:10 am)
making bright objects like the tribes2 blaster projectile This may be obvious but...have you tried additive blending? glBlendFunc(GL_ONE,GL_ONE);... read more 05/01/2003 (9:18 pm)
Trail Effects from Tribes 2 The streak was a model only for the Disclauncher's disc it was an engine side effect for the invento... read more 04/22/2003 (10:22 pm)
I dont understand something? Yep that sounds perfectly right. And remember most of the game logic is programmed via script so n... read more 04/22/2003 (12:45 pm)
Fellow countryman ... Lived there for four years and as a kid (but I'm Italian). I graduated from the International Schoo... read more 04/19/2003 (9:47 am)
Massive mistake, but where? The player model file contains no animations. It's just the skeleton skinned with the mesh. The an... read more 04/03/2003 (1:02 pm)
Trail Effects from Tribes 2 I actually ended up doing this... For the station, I simply stored an array of positions for the ... read more 03/21/2003 (9:08 am)
collision - is this possible with 12? Here's what I'd try (supposing you implement hitboxes similar to how I did, there's a tutorial up on... read more 02/01/2003 (12:42 am)
gcc3.2 oddness I managed to get it to work, simply told it to link the mysql++ lib. I'd incorrectly assumed the he... read more 01/31/2003 (11:30 am)
gcc3.2 oddness I'm doing everything as root. I'd already resolved /usr/local/lib/ and that fixed the shared librar... read more 01/31/2003 (9:56 am)
gcc3.2 oddness Excellent! I'd tried adding /usr/local/lib to my ld.so.conf file. But I didn't know how to make the... read more 01/31/2003 (2:53 am)
Turrets? Hi Anthony, I've posted the source code and a brief description on my site. Click [url=cirrus.re... read more 01/27/2003 (11:23 pm)
Turrets? Back a long time ago (last March I think it was) I heavily modified the player class to work as a Tu... read more 01/27/2003 (8:49 am)
Character Animation - the spine Thanks for all the help and suggestions! I'll be trying some of these out as soon as I can free up ... read more 01/01/2003 (10:10 pm)
Placing Items 'Items' can't be rotated unless you check the 'static' checkbox. And even in that case I think you ... read more 11/22/2002 (8:57 am)
Homing Missiles I definitely will be wrapping it up as soon as I have some time to dedicate to it (I also have some ... read more 11/07/2002 (8:23 pm)
Questions about .cc files The registry patch didn't cause me any problems whatsoever (other apps are working just fine). All ... read more 11/07/2002 (4:20 pm)
Homing Missiles We're having issues with our host, we're moving to a dedicated server as soon as one's available (we... read more 11/07/2002 (4:15 pm)
Terrain Texturing Ron, the problem with what you wanted to do, simply dump the blended texture, isn't possible as t... read more 11/07/2002 (11:46 am)
Terrain Texturing Very interesting! Thanks for the detailed explanation. I read a post Bryan Turner posted on the ... read more 11/07/2002 (12:00 am)
Terrain Texturing Got off my lazy butt and read through some of the code! Here's what I understood: What handles... read more 11/05/2002 (4:24 pm)
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