Over the past few years I've worked on various incarnations of the missile launches, originally derived from a TGEA version, but since moving over to Torque 3D I've used AFX to implement this version.
Author Jules Date 03/27/2014 (6:23 pm) Comment 2 comments
Well, I'm sure you'll all be laughing and pulling out the good old "I told you so" here, but actually, this isn't all that surprising after all. Anyways, got some new stuff to share today.
Author Robert Fritzen Date 03/27/2014 (12:38 pm) Comment 2 comments
Every wonder what object is derived from what object? Ever try figure out what the highest point you can put your code to simply things?
Author Vince Gee Date 03/26/2014 (8:02 pm) Comment 19 comments
massive multiplayer online fps games. story based second world war. i'm ashamed that we want to share the work.
Author Mquaker Date 03/25/2014 (8:45 am) Comment 12 comments
My second post in my on-going game development blogs. This time I talk about tools and what they mean to game developers and producers. As usual, take what you want from this document and throw the rest out. This is after all, this is the nature of developing games.
Author Ron Kapaun Date 03/24/2014 (1:08 pm) Comment 25 comments
With Airship Dragoon v1.4 released, I got back to playing my on-going campaign.The Situation So Far: Playing as the British Royalists (gor blimey guvnor, it's six bonger I say old chap, ilkley moor bar tat, ee-by-gum matey ...)
Author Steve Acaster Date 03/21/2014 (4:05 pm) Comment 9 comments
Finished the cargo drops with parachute and cargo container, using AFX. I can really see the benefits of using AFX in Torque 3D for a non rpg style game.
Author Jules Date 03/20/2014 (4:36 pm) Comment 7 comments
Took a looooooong break if you know what I mean. There hasn't been a full year where I have not touched Torque. Let me tell you folks, it can be done. Last I left off I had 4 or 5 maps in progress, a great 3D educational spin off and an old T2d attempt before box physics
Author Nathan Campbell Date 03/20/2014 (3:39 pm) Comment 0 comments
In most cases, accessing individual members of a CompositeSprite object will be done via the logical Position or Batch ID of a desired sprite. In some cases however, you might need to get the sprite by its index. Here's a dirty way to do so.
Author Simon Love Date 03/20/2014 (7:43 am) Comment 10 comments
Here's Greeble #3, from my 7-Day PDL entry - a set of generic Red, Green and Blue 'template' projectile datablocks that can be used as a starting point for new weapons.
Author Gibby Date 03/20/2014 (6:58 am) Comment 8 comments








