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) |