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Dan Keller's Resources

Hack to load large terrains faster

Commenting out some terrain processing code makes large terrains load in about half the time. I have not noticed any adverse effects so far.

Author Dan Keller Date 01/30/2012 (7:01 am) Comment 3 comments

Better smoothing for terrain editor!

Smoothing function in the terrain editor which allows smoothing of non-flat surfaces. Much more useful than the built in smoothing tool.

Author Dan Keller Date 01/25/2012 (5:08 pm) Comment 6 comments

Live updating for scripts

The moral equivalent of the live resource updater. Edit your script, save it, and have it update instantly in the game. What's not to like?

Author Dan Keller Date 09/23/2011 (8:26 am) Comment 8 comments

Multi clipboard!

This utility lets you "pin" clipboard items to a window, and switch between them. I made it for my personal use a while back, that I think other people may find it useful. Useful for any kind of programming, and possibly writing prose.

Author Dan Keller Date 08/20/2011 (11:12 am) Comment 1 comments

Simple Amazon S3 based auto updater

Simple and easy updater / downloader. Works with anything, not just Torque. It's so simple, I need to add this sentence to reach 100 characters.

Author Dan Keller Date 08/08/2011 (3:35 pm) Comment 5 comments

Super Simple Text Speedometer for T3D

Exactly what it sounds like. A text speedometer control. Created to replace the traditional speedometer, which seems to have difficulties not being invisible.

Author Dan Keller Date 06/06/2011 (2:52 pm) Comment 3 comments

Flexible A* Pathfinding System

This is an implementation of the a* search algorithm for the AIPlayer class. It uses a navigation mesh made of manually placed blocks of nodes, which can go on the terrain, interiors, or any static object. There are five different pathfinding behaviors to accomplish different purposes. Now running in TGEA!

Author Dan Keller Date 04/08/2008 (2:15 pm) Comment 204 comments

Generic Event System for Torque

An Unreal-like event/trigger system where objects have an event and a tag, and when an object is triggered or "event'd", all objects with a tag that matches the triggered object's event have their ::onEvent() method called (in script). If you've used UnrealEd you'll know exactly what I'm talking about. If not, just read the article and you will. Has 1001 uses!

Author Dan Keller Date 10/08/2007 (10:25 am) Comment 7 comments

Simple bot spawning improvement (script-only)

A few script modifications that remove hardcoded bot spawning and adds map-specific bot/monster spawning.

Author Dan Keller Date 05/15/2007 (8:54 am) Comment 4 comments

MoveManager improvement for mounting turrets to vehicles

Here is a quick way to have a turret on a vehicle controlled seperatly from the vehicle.

Author Dan Keller Date 10/31/2005 (2:01 pm) Comment 12 comments