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Daniel Buckmaster's Resources

Player turning ‘inertia’

Stock TGE’s player movement feels a little stiff – it’s very responsive, but some people may want it to feel just a bit less rigid. This simple change adds a little ‘inertia’ when Players look around, and as a bonus lets you specify a turning speed for AIPlayers.

Author Daniel Buckmaster Date 08/28/2009 (10:10 am) Comment 9 comments

Example class, a GameBase-derived object template

For truly it is written: "The wise man extends GameBase for his purposes, while the fool has the ability to eject shell casings from the belly of his dragon." – KillerBunny

Author Daniel Buckmaster Date 08/23/2009 (4:10 am) Comment 10 comments

Script-side Player Animation Definitions

At the moment, TGE has a hardcoded list of animations that the Player class can use. This means a simple change like adding a new movement animation becomes a case of recompiling the engine. It also means all Players have to use the same animations. This resource breaks those animation definitions into script for easier control over animations used by different Players. WARNING: Long and difficult resource! EDIT: Now contains code files!

Author Daniel Buckmaster Date 08/21/2009 (9:03 am) Comment 10 comments

Free-rotating Player with quaternions

This resource adds the ability for Players to rotate freely using quaternions. The behaviour of the default player is not changed; you must extend Player to use the free rotation capability for your specific needs. Note: This resource breaks the AIPlayer thinking logic. I'm working on an updated getAIMove function to take my changes into account.

Author Daniel Buckmaster Date 01/25/2009 (10:46 am) Comment 28 comments

Mantling

The problem with most FPSs, to me, is that their movement is extremely inorganic and rigid. Get Kork moving around the level like an agile cat-burgler.

Author Daniel Buckmaster Date 12/15/2008 (2:33 pm) Comment 13 comments

Your guide to WheeledVehicles

I spent a little while over the last holiday messing around with the starter.racing demo. Here are my findings...

Author Daniel Buckmaster Date 11/30/2008 (2:00 am) Comment 10 comments

Mount images on images!

Attaching different equipment to weapons (like scopes or bayonets) is a pain - until now. This resource allows you to mount an image to another already mounted image.

Author Daniel Buckmaster Date 06/23/2008 (2:26 pm) Comment 5 comments

Mounting ParticleEmitterNodes

I've gone through the rigmarole of searching the forums, and basically there is no easy way to directly mount particles to an object. Well, until now.

Author Daniel Buckmaster Date 05/27/2008 (4:45 pm) Comment 55 comments

Entity-sensing crosshair

These changes to GuiCrossHairHud enable the crosshair to remember objects it aims at, and fire off script callbacks when an object is deselected, a new object is selected, etc.

Author Daniel Buckmaster Date 12/31/2007 (10:31 pm) Comment 11 comments

SimSet getIndex console method

This console method returns the position of an object within a SimSet.

Author Daniel Buckmaster Date 10/18/2007 (9:05 pm) Comment 2 comments

BasicShape

This simple class combines the simplicity of TSStatic and the datablock and tick processing abilities of ShapeBase.

Author Daniel Buckmaster Date 08/23/2007 (11:41 pm) Comment 11 comments