Paul Dana's Resources
Building on the previous gems, this gem will add the final functionality to the PlasticZapper object. It will create a Lightning effect from the tip of the mechanical arm to the player and it will add energy to the player and remove energy from the Zapper itself.
Author Paul Dana Date 07/19/2008 (6:15 pm) Comment 0 comments
Like the previous gem, this gem builds on the zapper.cs script file from Gem #26. In this gem we show how to add a managed trigger to control the mechanical arm on the PlasticZapper.
Author Paul Dana Date 07/18/2008 (2:34 am) Comment 0 comments
This gem adds a Tesla Coil effect to the PlasticZapper object defined in the previous two gems.
Author Paul Dana Date 07/17/2008 (4:47 am) Comment 3 comments
This gem shows how to take the Zapper shape from the previous gem and make the power meter IFL animation show how much energy the shape has as well as how to write a method for setting the energy and keeping the IFL anim updated to match.
Author Paul Dana Date 07/15/2008 (10:57 pm) Comment 0 comments
This gem teaches you how to change your energy recharge rate as well as set your energy directly.
Author Paul Dana Date 07/12/2008 (4:51 am) Comment 1 comments
This gem shows how to add an energy bar GUI to your HUD.
Author Paul Dana Date 07/10/2008 (10:02 pm) Comment 2 comments
Discusses jetting and how to get it for TGE
Author Paul Dana Date 07/09/2008 (9:25 pm) Comment 2 comments
This gem shares some vector functions we exposed to the script and shows how to use them to align an object between two points.
Author Paul Dana Date 07/08/2008 (3:50 pm) Comment 3 comments
A simple gem to show a clever & concise way to dynamically create StaticShape objects on the fly from script
Author Paul Dana Date 07/07/2008 (4:52 pm) Comment 1 comments
This gem introduces the ManagedTrigger class and the TriggerManager class and explains a more convenient way to work with triggers.
Author Paul Dana Date 07/02/2008 (4:52 pm) Comment 1 comments
This Gem explains Torque Triggers and the various ways to use them and how those ways could really be better.
Author Paul Dana Date 07/01/2008 (1:04 pm) Comment 3 comments
This gem shows how to use what we have learned so far about auto-naming markers to make a gun that shoots those markers. We at Plastic Games use this for design reviews.
Author Paul Dana Date 06/20/2008 (4:20 pm) Comment 1 comments
This gem shows how to use the marker shape and what we have learned in the previous gems to show how to create a shape that will show one of it's dynamic fields as the marker number. An example would be a marker to show a place to spawn enemies, where the number shown is the number of enemies to spawn.
Author Paul Dana Date 06/19/2008 (2:43 pm) Comment 0 comments
This gem extends the previous one to show how to use the Marker Shape to create a marker that will automatically name itself and set the marker number to reflect that name.
Author Paul Dana Date 06/18/2008 (3:10 pm) Comment 0 comments
This gem provides a "marker" shape which is a gem in and of itself along with the script classes to use it. The marker can display with one of five types of symbols and one of five colors and with a two digit number. Later gems will show many uses of this versatile shape.
Author Paul Dana Date 06/17/2008 (1:49 pm) Comment 2 comments
This gem shows how to use Torque's data inheritance to do OOP programming and shows techniques used in future gems.
Author Paul Dana Date 06/16/2008 (1:21 pm) Comment 3 comments
Plastic Games presents Gem A Day, where we release some of our most useful "gems" as resources for the Torque game development community.
Author Paul Dana Date 06/12/2008 (1:43 pm) Comment 5 comments
This gem implements an ease class for Torque. Easing refers to the specific type of interpolation used when animating and is explained more in the resource itself. This gem will show you how to add the EaseF class to Torque and shows an example of use using the Grandfather Clock from Plastic Gem #1.
Author Paul Dana Date 06/11/2008 (1:11 pm) Comment 14 comments
This gem shows how to extend the functionality of the scripted animation threads provided by the ShapeBase class and expose more functionality to script. After merging the C++ code described in this resource you will be able to pause threads, set the frame of a paused thread, adjust a thread speed, and much more.
Author Paul Dana Date 06/10/2008 (1:48 pm) Comment 37 comments
Explains how to create your own placeable shapes with their own scripted/animated behavior. This is the first Gem in the Gem-A-Day effort by Plastic Games.
Author Paul Dana Date 06/09/2008 (1:10 pm) Comment 5 comments
