Game Development Community

Ivan Mandzhukov's Forum Posts

Thread Post Date Posted
[1.1BETA1] Triggers Cause Collision Issue with Thrown Items - CONFIRMED I think this would not destroy any functionality but I can't say it for sure.... read more 04/09/2010 (1:26 pm)
Lag (GFX) and Torque3D @Caylo T3D does batching... read more 04/09/2010 (12:13 pm)
[1.1BETA1] Triggers Cause Collision Issue with Thrown Items - CONFIRMED Steve,try to remove the TriggerObjectType from sServerCollisionMask at item.cpp... read more 04/09/2010 (11:50 am)
GPU locks up when moving camera around Particles - RESOLVED Good to know! This bug is disturbing me for quite a few time. I never saw this on the Ati cards,bu... read more 04/09/2010 (10:00 am)
Camera movement not tied to actual frame rate?!?!? I noticed that if I spawn a water object runtime - no jittering. If I save the object in a mission ... read more 04/09/2010 (9:36 am)
Ignoring vehicle to vehicle collision I don't have a lot of experience with vehicles,but I remember that I did something similar for the p... read more 04/08/2010 (10:40 am)
Ignoring vehicle to vehicle collision I think you can exlude selected convexes from a object's working list...this should be easy to do. ... read more 04/08/2010 (9:04 am)
Camera movement not tied to actual frame rate?!?!? I absolutely agree with you,Edward. I came to a conclusion - the GPU based load is causing the jitt... read more 04/08/2010 (8:42 am)
Engine opportunities The Rayman game was created using the Vision engine. There is no sense to compare TGE and Vision. ... read more 04/07/2010 (1:56 pm)
Camera movement not tied to actual frame rate?!?!? I did a small hack in moveList to prevent the backlogging,jittering still presents. I found that if... read more 04/07/2010 (1:41 pm)
Raycasts dont fire on polysoup TSStatics? Are you sure your start-end positions are correct ? This seems to be an issue only in script. On th... read more 04/07/2010 (1:38 pm)
Raycasts dont fire on polysoup TSStatics? Try again with StaticTSObjectType... read more 04/07/2010 (10:49 am)
Camera movement not tied to actual frame rate?!?!? I have almost fixed the issue. Sometimes the client gets backlogged for several milliseconds (10-30... read more 04/06/2010 (10:36 am)
Camera movement not tied to actual frame rate?!?!? Something different happens on my PC - may be a network issue..?!? The network guard is ok - no pro... read more 04/06/2010 (9:28 am)
Camera movement not tied to actual frame rate?!?!? I found what is wrong. Let's assume that we have 60+ framerate, when we have vsync on,it means that... read more 04/06/2010 (1:34 am)
Long Running Whinge = Console + Tidle + Non US Keyboard Mapping the numpad minus key does not seem to work also (a very old bug).... read more 04/03/2010 (11:11 am)
Camera movement not tied to actual frame rate?!?!? It is not related to the framerate, it is the water block. When I delete the water block,I get over... read more 04/02/2010 (9:06 am)
Camera movement not tied to actual frame rate?!?!? OK,when I add a water block, I see the stuttering all the time. At 30 fps the render becomes jerky,... read more 04/02/2010 (8:05 am)
Platforms Players can Ride Version 1.1 @DINF CLL I have the files - contact with me at support@liman3d.com... read more 04/02/2010 (3:26 am)
Camera movement not tied to actual frame rate?!?!? Edward, I'm afraid of this has nothing to do with the camera interpolation. I'm using my own camer... read more 04/02/2010 (2:36 am)
animations only paying after trigger released Well done! I'm glad you set the matter right.... read more 03/31/2010 (2:27 pm)
Transparency and Shadows (AL) Thanks Tom,this helps a lot!... read more 03/31/2010 (3:20 am)
Transparency and Shadows (AL) I'm using this for magic crystals ,they will act as items. They will be used not very often in the ... read more 03/30/2010 (11:42 am)
Camera movement not tied to actual frame rate?!?!? Yes,the camera interpolates between the ticks (32 ms). interpolateTick() is responsible for this in... read more 03/30/2010 (11:36 am)
Transparency and Shadows (AL) Thanks for the answers,guys! As Manoel pointed, depth based shadows have problems with transclucent... read more 03/30/2010 (3:36 am)
animations only paying after trigger released Do you use scale animations ? There was a very bad old bug that Chris solved. This bug leads to ou... read more 03/29/2010 (7:39 am)
animations only paying after trigger released Currently I'm using T3D 1.0 I know that many things were changed for several months,many bugs were ... read more 03/27/2010 (10:27 am)
How to know which way the player is facing via script This kit eventually uses an 8-way directional movement. It means the input is related to the camera... read more 03/27/2010 (10:11 am)
animations only paying after trigger released hmm,this seems to be a bug. This has nothing to do with your trigger code,this is a separate proble... read more 03/27/2010 (10:02 am)
animations only paying after trigger released While debugging press shift+F11 to step out a few times,this will show where the problem is.... read more 03/27/2010 (12:06 am)
Rotation issue If you want to turn the player only ,then your direction should be straight up "0 0 1" and... read more 03/26/2010 (7:55 am)
Shader Compiler Errors [1.1b] It's unusual, ceil actually works with 1 parameter. The problem seems to be the specular feature: ... read more 03/25/2010 (10:10 am)
animations only paying after trigger released You get a sequence number,you see the printf in console,but no animation. Sounds like a model issue... read more 03/24/2010 (12:10 am)
Move : Walk/Run - advice needed $mvForwardAction (respectively mForwardAction in moveManager) is used to compute curMove.y in moveLi... read more 03/23/2010 (5:39 am)
animations only paying after trigger released I think there are two possibilities: 1. Your trigger is not set as you expect,this can skip the s... read more 03/22/2010 (8:58 am)
animations only paying after trigger released This is not what I expected to hear. When you forceset an animation with the wait flag,it means the... read more 03/22/2010 (7:39 am)
PostFX texture Hi Guy, when T3D uses postfx, then T3D does not render the scene directly to the screen,it renders ... read more 03/22/2010 (2:31 am)
animations only paying after trigger released OK,Donald, one more thing to test: at the bottom of updateMove(),after all your logic, call you... read more 03/22/2010 (12:13 am)
The anti- setActionThread? setActionThread() with NullAnimation parameter will stop the current animation and will release the ... read more 03/21/2010 (11:58 pm)
animations only paying after trigger released Yes I understand that you can not share the code. I also don't see how you read the trigger data (m... read more 03/21/2010 (12:11 pm)
animations only paying after trigger released This method getAction(),are you sure it returns a proper sequence number or returns always 0 ? All ... read more 03/21/2010 (11:50 am)
animations only paying after trigger released A few lines below you'll see this: [code] // Our feet are on something // Pick animation that i... read more 03/21/2010 (10:19 am)
Need help making an opening gate That's easy - just provide an "open_door" animation and a convex for collision with no ren... read more 03/21/2010 (4:14 am)
Timer issues the string compare operators are $= (equal) , !$= (not equal) you're using the numeric operators i... read more 03/21/2010 (4:05 am)
animations only paying after trigger released It means that your animation is reset by root/run. You call setActionThread() manually and you set ... read more 03/20/2010 (12:23 pm)
animations only paying after trigger released OK,instead of [code]action = PlayerData::your_animation;[/code] call directly: [code]setAction... read more 03/20/2010 (10:23 am)
animations only paying after trigger released In updateActionThread() ,after pickActionAnimation() is called, try to output the sequence number: ... read more 03/20/2010 (12:57 am)
Rendering a Mesh with a CusomMaterial from a Custom RenderBinMgr the render instance,scene state and GFX is used for transformation modelview = world * view * proje... read more 03/19/2010 (11:31 am)
Rendering a Mesh with a CusomMaterial from a Custom RenderBinMgr ahh,position is consumed by the rasterizer ,so you can not expose it this way to the pixel shader. ... read more 03/19/2010 (10:32 am)
How to : Create a package with dso & so on? In torqueConfig.h - there is a directive that disable dso generation. You can also compile scripts ... read more 03/19/2010 (10:19 am)