Game Development Community

Ivan Mandzhukov's Forum Posts

Thread Post Date Posted
game publishing Thank you, Steve, much appreciated. I believe going non exclusive with all these online stores (S... read more 01/28/2012 (5:34 am)
game publishing Excellent article , Steve. Thanks. Do you know whether they have published their title on Steam onl... read more 01/27/2012 (9:48 am)
game publishing I have already read this, Chip, thanks anyway. My real question is what to expect from online sales... read more 01/27/2012 (9:07 am)
Lightmaps + Advanced Lighting? Bryce, spending 500 USD for Purelight is worth the money. This tool does amazing job. You can make l... read more 01/23/2012 (10:04 am)
Throw object at Mouse pointer Position Check your terrain's height before spawning items. You still create them below the terrain.... read more 12/31/2011 (1:24 am)
Throw object at Mouse pointer Position Look into the scene tree and call HealthKitPatch.onThrow() If a new item appears,then you are creat... read more 12/29/2011 (11:52 pm)
Movie "like" Camera system in T3D??? Grim Fandango uses the old Resident Evil style camera system with just a look-at controller.You don'... read more 12/17/2011 (7:42 am)
Experienced programmer available for fulltime employment I have started a full-time job. I can still handle some work during the weekends:mostly Q&A, bu... read more 12/14/2011 (5:15 am)
Need help with automated player movement. You can treat the player as an aiPlayer. If you need some improvements on the player class,contact ... read more 12/12/2011 (8:55 am)
T3D 1.1 Final - Shadow bug - LOGGED (THREED-3155) The problem is that shadows project through objects. If we have a building,this is not normal objec... read more 11/21/2011 (11:40 pm)
T3D 1.1 Final - Shadow bug - LOGGED (THREED-3155) And you don't see how shadow projects through the player ? Removing the shadows is an option,not a ... read more 11/21/2011 (9:51 am)
T3D 1.1 Final - Shadow bug - LOGGED (THREED-3155) anyone ?... read more 11/21/2011 (9:43 am)
how to replace a player animation sequence with another one? Did you try with removeSequence() first ? Then call addSequence()... read more 10/28/2011 (9:29 am)
disable backface culling for custommaterials You can mark your custom material as doublesided. This should set the stateblock on the fly.... read more 10/23/2011 (5:53 am)
Strange Billboard orientation You can replace: [code] Point3F targetVector = camPos - objPos; [/code] with: [code] MatrixF... read more 10/23/2011 (5:39 am)
unset look thread(armthread) You have to stop the thread from advancing. Check your state in updateAnimation().... read more 08/28/2011 (11:56 pm)
How do I turn off gravity in T3D? Just zero the z acceleration in updateMove()... read more 08/22/2011 (1:52 am)
T3D 1.1 Final Issue - Needs method to sync animation to sound (LOGGED - THREED-3166) Rex,updateActionThread() is a good example of how to do that. And of course these are not console m... read more 08/18/2011 (1:05 am)
how to get eyerotation? There is a free resource how to add getNodeTransorm() for shapeimages. http://www.garagegames.com/c... read more 08/18/2011 (12:55 am)
T3D 1.1 Final Issue - Needs method to sync animation to sound (LOGGED - THREED-3166) Your shape instance can handle 32 trigger sets. Just use setTriggerState() and getTriggerState() to... read more 08/16/2011 (11:54 am)
[BUG: T3D 1.1 Beta 1] Crash on Exit - TextureObject Usage Report - LOGGED This turned out to be not a bug. If I call quit() inside GuiControl::OnRender() T3D will crash. Th... read more 08/14/2011 (11:01 pm)
[BUG: T3D 1.1 Beta 1] Crash on Exit - TextureObject Usage Report - LOGGED This thread is marked as resolved,but the memory leak still presents in 1.0 and 1.1 final when postF... read more 08/07/2011 (4:24 am)
[BUG: T3D 1.1 Beta 1] Crash on Exit - TextureObject Usage Report - LOGGED I have this problem using 1.0 without code changes. The texture object for the back buffer is not b... read more 07/27/2011 (11:28 pm)
Setting up your own character why DAE? use the DTS/DSQ approach. Once I tried to rework a character to DAE - it was a nightmare fo... read more 07/13/2011 (5:12 am)
Defeated by yaw. Leave yaw and work with mRot. I believe your camera is using yaw,thus changing this on the fly will... read more 07/08/2011 (12:44 am)
Compiling all .cs files? genEpak works great with T3D. You can split your scripts into several packs,that nobody can change.... read more 06/19/2011 (4:34 am)
Flat Shading Terrain You can export opcode terrains directly, using an appropriate smoothing groups.This will produce fla... read more 06/06/2011 (6:36 am)
print the pressed keyboard key to gui? howto? You could bind the input to a function that process setBitmap() calls. For example you press '9' an... read more 06/06/2011 (6:31 am)
ACK anims not playing in multiplayer In order to use over 512 sequences,you have to add one extra bit to ActionAnimBits. I think you hit... read more 06/02/2011 (1:21 pm)
ACK and T3D, AIPlayer is gliding @Jondo No,I use my own animation list that has nothing to do with the stock list.But I assumed to... read more 06/01/2011 (1:18 pm)
ACK and T3D, AIPlayer is gliding I fixed the problem a few months ago with a quick rework of pickActionAnimation(). I start with t... read more 06/01/2011 (4:37 am)
ShapeBaseData::onCollision callback issue - NOT A BUG I think this is not a bug,because there is a method queueCollision() that should weed old collisions... read more 05/17/2011 (1:02 pm)
ShapeBaseData::onCollision callback issue - NOT A BUG Try to change the timeout (CollisionTimeoutValue) in shapeBase. ... read more 05/17/2011 (11:15 am)
Manipulating objects in a scene using C++ You can set datablocks manually: GameBaseData *p = dynamic_cast<GameBaseData*>(Sim::findObj... read more 05/08/2011 (4:09 am)
Custom Shader on T3D? Yes,translucent objects are rendered through the RenderTranslucentMgr bin,therefore you have to mark... read more 05/08/2011 (4:01 am)
Custom Shader on T3D? You have to mark your material as translucent.... read more 05/06/2011 (8:56 am)
stoping animation on frame 1 You can stop the playback on a sequence end. I think you have to do code changes to stop it on the f... read more 05/01/2011 (7:27 am)
.getDataBlock usage. You call getDataBlock() on a datablock. Go to console and use MenuInformation1.dump() to get a dump... read more 05/01/2011 (7:20 am)
Node Transform @Guy The correct way is to animate only when an animation exists. [code] if(isServerObject() ... read more 04/29/2011 (12:48 pm)
Node Transform This code does not support animated transforms as well.... read more 04/29/2011 (5:01 am)
Additional jump animation Treat NullAnimation as a sequence 511. This is a specific sequence number with atEnd = false all th... read more 04/25/2011 (12:33 pm)
Additional jump animation Because they don't need to. If you need a callback there,append it.... read more 04/25/2011 (3:30 am)
Additional jump animation No,you're wrong. Put a breakpoint,it is the null animation.... read more 04/24/2011 (2:03 pm)
Additional jump animation No, they don't call "animationDone". Your call is a result of a null animation call. &qu... read more 04/24/2011 (10:46 am)
Custom Shader on T3D? Your light vector and your tangent vectors need to be in the same space. If these vectors are in obj... read more 04/24/2011 (1:02 am)
Changing gravity on the fly? Phyzical zones and gravityMod is exactly what you need. Setting gravityMod to -1 will inverse the g... read more 04/23/2011 (4:18 am)
T3D 1.1 Beta 3 - Player::setActionThread - LOGGED @ elvince If you apply some changes to packUpdate() and setActionThread() this would unlock the o... read more 04/23/2011 (4:15 am)
Question about C++ side of engine. What do you mean by "find the player" ? The player is a control object and you could use ... read more 04/21/2011 (11:41 am)
Custom Shader on T3D? uniform float3 eyePos; .. OUT.EyeVec = normalize(eyePos - IN.pos); OUT.LightVec = normalize(sun... read more 04/21/2011 (11:36 am)
Custom Shader on T3D? Basically this is your transformation stuff: matWorldViewProjection = modelview matView = eyeMa... read more 04/19/2011 (11:57 am)
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