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) |