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Entr0py's Forum Posts

Thread Post Date Posted
Draw a line with OpenGL? Oh I didn't have an onrender(). XD It needs to be a child of another class that gets onrender() l... read more 10/30/2014 (6:27 pm)
TORQUE_APP_NAME must match to connect? @Andrew - Actually that is getEngineProductString(), not TORQUE_APP_NAME, but you are right you can ... read more 11/27/2013 (9:34 am)
TORQUE_APP_NAME must match to connect? I just changed TORQUE_APP_NAME in my source code and the window title stayed the same as before. &qu... read more 11/27/2013 (7:30 am)
TORQUE_APP_NAME must match to connect? Well you do have a point... although the default TORQUE_APP_NAME is the same as the window title (by... read more 11/27/2013 (7:25 am)
TORQUE_APP_NAME must match to connect? Furthermore, this is new. AFAIK pre-MIT versions of TGE did not require similar appnames. It jus... read more 11/27/2013 (7:13 am)
TORQUE_APP_NAME must match to connect? "TORQUE_APP_NAME is just a simple way of making sure that the right game is connecting to the r... read more 11/27/2013 (7:07 am)
TORQUE_APP_NAME must match to connect? It seems to me that it is just confusing for devs rather than serving any meaningful purpose. It sho... read more 11/27/2013 (6:46 am)
Building T3D (dedicated server) on 64 bit Ubuntu 12.10 This still works, although this is what fixed it for me: [code] sudo apt-get install g++-multilib ... read more 11/23/2013 (2:02 pm)
T3D 2.0 - RenderMeshExample Bug Thanks for the fix, saved me some time. One more thing... it is causing the game to freeze on exi... read more 04/22/2013 (1:46 am)
New Project: Implementing Oculus Rift into Torque3D This is going to be a real game changer, especially combined with the new input system. Leap + Oculu... read more 02/07/2013 (3:07 pm)
Torque, Windows8 and DX11 "We're looking into it. Internal discussions about it have been happening recently. However, we... read more 07/01/2012 (3:29 pm)
DirectX 11 Implementation Direct Compute Multithreaded Rendering Tesselation Pretty much everything next-gen games will n... read more 08/10/2011 (10:31 pm)
Real shadows? It doesn't support DirectX 11, they have been talking about it though...... read more 08/06/2011 (6:38 pm)
physx could not be started Thanks Scott! I was confused about modules in general since they are not in the docs or project g... read more 06/15/2011 (10:24 am)
physx could not be started Yes after about 5 hours of digging through these terrible forums I found that. Apparently a lot of t... read more 06/15/2011 (5:25 am)
physx could not be started Ok, so the project generator is unfinished then, got it. I am assuming the crashing is happening ... read more 06/14/2011 (1:12 pm)
physx could not be started I guess I should add this is straight out of the box. A newly generated project running the Empty Te... read more 06/14/2011 (1:07 pm)
physx could not be started Error exiting from a mission.... *** Phase 3: Mission Lighting Mission lighting done Mapping st... read more 06/14/2011 (1:04 pm)
physx could not be started Nevermind, I assumed the project generator would have put the PhysX dll files into my project, and t... read more 06/14/2011 (12:42 pm)
DirectX 11 Implementation Yes that would be even better, along with OpenCL if that is not too much to ask. TGE always had ... read more 06/09/2011 (10:37 pm)
DirectX 11 Implementation Excellent, thank you for the quick reply.... read more 06/09/2011 (11:23 am)
What Do I need for an MMO? Help :) @Ted - I was not mocking him, I was showing tough love. The MMO industry is tougher on everybody tha... read more 06/03/2011 (10:14 am)
T3D 1.1b2 - RenderMeshExample doesn't load materials - FIXED Broken again in B3, same fix. It should probably get a default material from the editor as well.... read more 05/31/2011 (10:49 am)
Server Compromised - CONCLUDED Another good point is if there is a security hole in Torque everybody should know so we can fix our ... read more 05/22/2011 (7:04 pm)
What Do I need for an MMO? Help :) 1: You need several years to learn to program. - I suggest taking C++ programming classes. - I sug... read more 05/22/2011 (7:38 am)
Nintendo: We don't want garage developers I don't think it is so much that games are moving to mobile devices as mobile devices bringing in a ... read more 03/24/2011 (9:13 am)
Learned something - Dealing with artists from a programmers perspective..... This is why producers get the big bucks, they can speak both languages and can do both jobs themselv... read more 03/24/2011 (9:05 am)
Bad Coding Practice in Torque Demo Kit Scripts Just take a look at main.cs... it is spaghetti.... read more 09/28/2010 (4:34 pm)
Web Deployment...is it working yet? This thread is a few months old but I would like to mention I am making a facebook game using the we... read more 08/29/2010 (5:32 am)
GameConnection mCameraObject Networking Bug I think you will find I have already done most of the necessary mods to get AdvancedCam working serv... read more 02/17/2007 (4:44 pm)
GameConnection mCameraObject Networking Bug Did you look in gameprocess.cpp? Control objects are processed differently than other objects. What ... read more 02/14/2007 (1:02 pm)
GameConnection mCameraObject Networking Bug Well I am having the same problem so I am interested in your results, and anything anybody else migh... read more 02/09/2007 (1:53 pm)
TGEA MS 4.2 Release I had a few problems where I would get pink squares (that looked a lot like when you haven't assigne... read more 02/09/2007 (4:37 am)
GameConnection mCameraObject Networking Bug Are you using compressed points? When camera sets a compressionpoint it overwrites the player's and ... read more 02/09/2007 (4:20 am)
PhysX port The physx resource hasn't been ported to TGEA yet. Your code is looking for terrainblock terrain ins... read more 02/09/2007 (2:59 am)
Search options It's hell searching garagegames anymore since it has grown. There are very few search options. I wou... read more 02/06/2007 (9:38 pm)
My new MissionArea Game "Gary "ChunkyKs" Briggs has made 666 posts on the forums." You're the devil.... read more 01/31/2007 (5:07 pm)
My new MissionArea Game I happen to be rather fond of that one :(... read more 01/31/2007 (4:57 pm)
Icons that track world objects. Examples? Here is my tested version: [code] ConsoleMethod(GuiTSCtrl, project, const char*, 3, 3, "GuiTSCtr... read more 01/26/2007 (10:25 pm)
GuiCanvas.setCursorPos Oh yeah and don't forget [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=19875]this[/... read more 01/25/2007 (10:59 pm)
Just bought the SDK and... well... SDK it aint... I agree Lee!... read more 01/18/2007 (2:30 pm)
A MMO/MMORPG game completely player-run I am assuming this would be a city builder type game. I have trouble seeing it as a non-city builder... read more 12/11/2006 (1:07 pm)
Spherized Terrains (i.e. planets) I will post it when it is ready. I was just using $cubemap to test the shaders for those shots.... read more 12/07/2006 (2:57 pm)
Spherized Terrains (i.e. planets) Some progress with the planet shaders. I have more screenshots and information about this in my curr... read more 12/07/2006 (2:38 am)
Registers? Nice! Thanks ;)... read more 12/06/2006 (8:32 pm)
Morph animations in TSE You can perform morphing using shaders, you should look into it.... read more 12/05/2006 (9:26 pm)
Spherized Terrains (i.e. planets) One way of doing it would be rendering the terrain as a texture on a sphere (with a shader). The pro... read more 12/05/2006 (3:33 pm)
The (Hopefully) Official Compile TSE in Eclipse with GCC Thread The header and lib files in the directx sdk seem to work so far, but I haven't been able to do a ful... read more 12/03/2006 (5:40 pm)
The (Hopefully) Official Compile TSE in Eclipse with GCC Thread I have the makefiles working, but many of the cpp files have problems (mostly header-related). I am ... read more 12/03/2006 (4:39 pm)
The (Hopefully) Official Compile TSE in Eclipse with GCC Thread Dave: Yes, apparently DGL has been removed, and it broke a few of the gui controls along the way.... read more 12/03/2006 (12:48 pm)
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