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Daniel Buckmaster's Forum Posts

Thread Post Date Posted
Animating 1st Person Weapon for Walking It's not exactly what you're after, but have a look for Jakob Dankovchik's 'more realistic first per... read more 01/18/2009 (7:10 am)
Players using quaternions This is the last time...... read more 01/18/2009 (5:25 am)
Players using quaternions I said never.... read more 01/18/2009 (5:21 am)
Players using quaternions Okay, never mind...... read more 01/18/2009 (5:18 am)
Camera issues If your control scheme is simple enough, it should be possible to control multiple Players over one ... read more 01/18/2009 (1:56 am)
New GarageGames.com Feedback The one thing I've always felt was missing on GG forums was seeing who made the most recent post in ... read more 01/17/2009 (12:25 pm)
Code for extra player movement animations Jeff: I've done something similar to what you need, I think. I just made the pickActionAnimation loo... read more 01/17/2009 (10:32 am)
Code for extra player movement animations I think the only logic you need to alter is that in Player::pickActionAnimation. Read through the lo... read more 01/17/2009 (9:42 am)
Colliding with a rotated box? Nope, I'm creating a new resource from scratch. Having a free-rotating Player and having a Player th... read more 01/17/2009 (7:22 am)
Colliding with a rotated box? Ha! Found the problem. In Player::updateMove, there was an 'early out' check that would skip the col... read more 01/17/2009 (5:02 am)
Colliding with a rotated box? Asfar as I know, that resource just deals with changing the size of the box, rather than actually ro... read more 01/16/2009 (7:31 am)
What object is passed to a trigger? Trigger callbacks are invoked on the server, correct? Shouldn't you just be able to set %obj.someAtt... read more 01/13/2009 (10:41 am)
Set scale for weapons Are your weapons mounted as images? There should be a datablock setting for image scale, shouldn't t... read more 01/13/2009 (10:35 am)
Collision Detection for only AI Bots One way you might consider doing this is by defining a typemask for AICollidableObjectType or someth... read more 01/13/2009 (10:34 am)
Corner Points of Bounding Box ? It depends on the relationship between the two vectors. Is the point given a corner, or the centre o... read more 01/11/2009 (8:13 am)
Changing a bounding box position For your specific application, it's not possible to just ask them to move out of cover? As for movin... read more 01/11/2009 (8:12 am)
Vector math for anti-grav with direction Oh right. Sorry about that ;)... read more 01/10/2009 (12:58 am)
Vector math for anti-grav with direction Is it coincidence, or are you aware that I'm currently implementing quaternion rotation for Players?... read more 01/09/2009 (2:15 pm)
Vector math for anti-grav with direction If you want to be really simple, just make it the opposite of velocity times some factor. That will ... read more 01/09/2009 (7:59 am)
Worth using quaternions for Players? Yep, quats have a SLERP method already. This is how I interpolate between two previous orientations.... read more 01/09/2009 (7:49 am)
Vector math for anti-grav with direction Whoah, now I'm lost :P. Nice catch in the Pythagorean rules only being for right-angled triangles :P... read more 01/08/2009 (1:14 pm)
Worth using quaternions for Players? Okay, I didn't make my intentions fully clear. I don't want to make the Player use rigid-body physic... read more 01/08/2009 (11:36 am)
Worth using quaternions for Players? Yep, physics shall be a minimum :P. I was actually just going to see ho much of Rigid I could rip ou... read more 01/08/2009 (8:56 am)
Standing on moving objects. Morrock: it may well have been, though I wouldn't have called that discussion excellent from what I ... read more 01/08/2009 (8:22 am)
Vector math for anti-grav with direction Okay, assuming the desired movement direction is a normal vector, then that is true. However, if des... read more 01/08/2009 (8:08 am)
Player aiming Look in default.bind.cs. Find the function yaw and just get rid of its contents (or remove the line ... read more 01/07/2009 (9:16 am)
Standing on moving objects. Do vehicles do this? I know they will push players our of the way, but what about using some sort of... read more 01/07/2009 (9:14 am)
Vector math for anti-grav with direction This is probably an unhelpful suggestion. I would have taken the desired movement vector, x, subtrac... read more 01/07/2009 (9:08 am)
More mounted images Thanks :). Yep, that was the one I meant.... read more 01/07/2009 (9:01 am)
Worth using quaternions for Players? Phew, I'm getting in deep here :P. Stefan: rotation is definitely one area that will be a problem... read more 01/07/2009 (8:59 am)
Delay in setAimObject? Or, if you really want to kill the problem, you could hack into the AI aiming code and just have it ... read more 01/07/2009 (8:45 am)
3D Parallax Starfield Well, it doesn't seem to me to be a great solution to have static stars that actually exist in the l... read more 01/06/2009 (9:58 am)
More mounted images Link doesn't seem to work for me :P That's a shame... I was intending to have quite a few game obje... read more 01/06/2009 (9:52 am)
Delay in setAimObject? Knowing nothing about the specific problem you're having, I'd say that if you fire immediately, you'... read more 01/06/2009 (9:50 am)
Worth using quaternions for Players? Okay, I've done what little I can, and have *sort of* got climbing ladders working. Ish. Butthe prob... read more 12/27/2008 (1:24 pm)
Certain missions crash the release build Thanks Stefan :) Nathan - yep, that's Windows...... read more 12/27/2008 (12:57 pm)
Certain missions crash the release build Thanks! ... ...given than I'm a code newbie, where do I unset it? ;P I can find /RTC[b]s[/b]u set a... read more 12/27/2008 (9:55 am)
Merging Missions Do you mean the resource James posted? What trouble are you having specifically?... read more 12/27/2008 (2:04 am)
Certain missions crash the release build Well, I found the problem. Apparently, I had forgotten to initialised a member in the Player class. ... read more 12/27/2008 (2:00 am)
Worth using quaternions for Players? All right, thanks for the info guys. Stefan - good to know someone's already done this. I assume su... read more 12/26/2008 (1:31 am)
How do I rotate a node about the y normal? What problems are you having doing this in edit mode? Actually, I see the problem now :P. The 'no... read more 12/24/2008 (12:11 am)
FPSC has simple physics, why can't Torque? Yes, it's not an error with the coding. My point is that if you're getting explosive velocities with... read more 12/20/2008 (1:13 pm)
FPSC has simple physics, why can't Torque? [quote]A crossbow explosion applies an impulse of 2000. So a crossbow explosion will push a block wi... read more 12/20/2008 (5:32 am)
Alternate Weapon Fire J.C.: [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6382]Manual image ... read more 12/19/2008 (12:49 am)
Random Dungeon Generation Theory That's brilliant! It's great to see someone who knows what they want to do, and then just go out the... read more 12/19/2008 (12:43 am)
More mounted images Would there be a significant performance hit from making NetObject's mask bits a U64 instead of a U3... read more 12/18/2008 (1:11 pm)
Random Dungeon Generation Theory [quote]generate your .mis file before launching the mission[/quote] That's a good idea... I might j... read more 12/17/2008 (8:39 am)
Random Dungeon Generation Theory If you're doing level construction after lighting, you could force a relight somehow... Do you wa... read more 12/17/2008 (5:05 am)
Only animating specific nodes Brilliant, thanks for that :) Torque continues to pleasantly surprise me as often as it frustrates m... read more 12/15/2008 (6:21 am)
Only animating specific nodes So if I just don't animate certain nodes, will that work as well as excluding them? Thanks for all t... read more 12/14/2008 (7:37 am)