Vince Gee's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| A Question About Collaborative Work | Ok, I've keep quiet long enough about OneWorld, I hope I don't jinx it by posting this :) OneWorl... read more | 06/03/2013 (4:37 am) |
| Transfering String Data from client to server and vice versa in C++ | Robert, it's not too bad. First you will need to create a netevent for the transfer, I reuse the ... read more | 06/03/2013 (4:13 am) |
| Torque 3D Windows X64 build | I am impressed!... read more | 06/02/2013 (6:50 pm) |
| T3DMIT 3.0 Compile fail | event.h doesn't exist in 3.0... read more | 05/14/2013 (9:34 am) |
| Splitting Client/Server | And just to recap, You modified Netconnection.h kinda like: [code] enum GhostConstants ... read more | 05/10/2013 (5:29 am) |
| Splitting Client/Server | @Genomegame, How many objects are in your zone? Are we talking 10k+?... read more | 05/07/2013 (11:33 am) |
| What is the "superclass" used for? | why? Why make something that convoluted? Why not just make class b derive from ScriptObjec... read more | 05/02/2013 (4:56 pm) |
| Splitting Client/Server | The loading of objects is the process where the server queues up all ghostable objects in the zone a... read more | 04/29/2013 (4:35 am) |
| How should we promote T3D? | In my humble opinion, the only way you are going to get this engine some real attention is to get a ... read more | 04/29/2013 (4:05 am) |
| Object IDs don't reset after disconnecting? | @Demolishun, Sorry wasn't thinking, I just quoted Lucas for ease on the int/uint size.... read more | 04/24/2013 (4:17 am) |
| Object IDs don't reset after disconnecting? | Yes, T3D does not recycle ID's as far as I'm aware, they just creep upward. On a plus side, the cap... read more | 04/23/2013 (9:48 am) |
| Handling More Ghosts | could be your messagehandlers?... read more | 04/22/2013 (4:36 pm) |
| Handling More Ghosts | Most likely your exceeding you max ghost cap which I think in stock is like 4k. You need to bump it... read more | 04/22/2013 (5:08 am) |
| Pull Request! Or the Hammer of Dave | Ok, after a lot of Git-Pain I was able to Git the code fixes in. I've got a couple more but I'm all... read more | 04/17/2013 (7:40 pm) |
| Pull Request! Or the Hammer of Dave | I was actually gearing up to put in a pull request but I'm Github challenged. I ride the small GitH... read more | 04/17/2013 (4:39 am) |
| Torque3D doesn't understand skeleton bone names that have a space in them | hmmm, those pesky spaces in enums that torquescript allows.... lol... read more | 04/16/2013 (10:49 am) |
| How can an enumeration type have a space in it? (Request for fix) | I thought I saw it doing it in the editor.... read more | 04/16/2013 (10:01 am) |
| How can an enumeration type have a space in it? (Request for fix) | Yeah, but the funny thing is, the engine replaces the spaces with underscores farther in. So... um,... read more | 04/16/2013 (8:50 am) |
| Ok, another bug I think (MissionMarker) | [code] bool WayPoint::onAdd() { if(!Parent::onAdd()) return(false); // if(i... read more | 04/16/2013 (7:49 am) |
| Ok, another bug I think (MissionMarker) | Here is another question, whenever I use these I always put them in a missionmarker group... so wth?... read more | 04/16/2013 (7:02 am) |
| How can an enumeration type have a space in it? (Request for fix) | I'm just saying that there is some "Constants" about programming. Variable names can't st... read more | 04/16/2013 (4:35 am) |
| How can an enumeration type have a space in it? (Request for fix) | I mean it does say "ImplementEnumType" which one would think... well an enumeration.... read more | 04/15/2013 (11:05 am) |
| How can an enumeration type have a space in it? (Request for fix) | Well. The problem comes when you are converting this mess to CSharp. If it is "TS enumeration... read more | 04/15/2013 (11:02 am) |
| WTH? Where is "BulletAmmo" defined? | And while we are at it shouldn't the turretImage be set to infinitammo? [code] datablock ShapeBase... read more | 04/09/2013 (7:56 pm) |
| Resolving Ghost ID From Ray Cast (C++) | That will not work in a client/server mode, it will only work in singleplayer. If you are trying ... read more | 04/01/2013 (10:51 pm) |
| Splitting Client/Server | @Dimitris, It still gets network updates whether or not it is visible. Easiest way to prove it i... read more | 03/16/2013 (9:37 am) |
| Splitting Client/Server | the problem isn't the rendering, it's the network traffic. The resource I posted reduces network tr... read more | 03/15/2013 (3:55 am) |
| Splitting Client/Server | This was my latest resource, [url]https://www.garagegames.com/community/resources/view/21756[/url... read more | 03/14/2013 (5:01 am) |
| Splitting Client/Server | Also, in stock T3D, you can only have about 4k ghosts in a zone. That includes players, ai, statics... read more | 03/13/2013 (4:04 am) |
| Low level programming | - I would like to use Torque terrain editor to create the world but once the game started I want to ... read more | 02/23/2013 (7:19 pm) |
| DNT(CSharp Scripting Version) is faster than stock T3D | Basically, I ran the customizer against Stock MIT 2.0 and published all the output generated into th... read more | 02/23/2013 (6:05 pm) |
| DNT(CSharp Scripting Version) is faster than stock T3D | DNT is opensource, you can use the code however you want. The only thing that is licensed is the Cu... read more | 02/23/2013 (6:03 pm) |
| DNT(CSharp Scripting Version) is faster than stock T3D | DNT is a product that exchanges the TorqueScript scripting model with Microsoft CSharp language. Th... read more | 02/23/2013 (5:08 pm) |
| Ghosting issue, can someone take a look? | Took me a while to figure it out, it was a class somewhere else which was corrupting the network sta... read more | 01/24/2013 (10:32 am) |
| --Torque Collaborative World Design Tool for Torque3D v1.1 ?? | Too early to answer... read more | 12/18/2012 (8:00 am) |
| Improving TorqueScript | No, DNT doesn't use the same bindings, it takes the code from each console function and rolls a pinv... read more | 11/14/2012 (3:24 am) |
| Improving TorqueScript | correct, everything is a dll when your game is ready to ship.... read more | 11/13/2012 (8:19 pm) |
| Improving TorqueScript | If your looking for speed, why not use DNT. CSharp is a compiled language and handles memory far be... read more | 11/13/2012 (7:46 pm) |
| DNT released. (Replacing TorqueScript with CSharp) | Andy, Paul and I are learning as we go, some of this stuff is all new to us. So any feedback is ... read more | 11/13/2012 (7:40 pm) |
| DNT released. (Replacing TorqueScript with CSharp) | @Kory, The T3D engine is still c++, I just enabled it to use C# for running logic. So, really DN... read more | 11/11/2012 (2:41 pm) |
| DNT released. (Replacing TorqueScript with CSharp) | Sorry for the downtime over the last 2 days, Sandy took out our datacenter. But everything is back ... read more | 11/01/2012 (3:32 am) |
| DNT released. (Replacing TorqueScript with CSharp) | If you are curious how debugging works, I've thrown together a movie and put it up for download. ... read more | 10/26/2012 (8:18 pm) |
| DNT released. (Replacing TorqueScript with CSharp) | Actually it reads the c++ code for the console methods etc, and converts them to externs. Creates ma... read more | 10/26/2012 (7:17 pm) |
| Need help with net update code | If it is a lot of data, putting it in a netevent might not resolve it. It might reduce the traffic ... read more | 10/26/2012 (9:38 am) |
| TorqueScript has suboptimal performance | I'd love to see an example of how to call it by address, cause I spent a bit of time trying to solve... read more | 09/28/2012 (3:53 am) |
| TorqueScript has suboptimal performance | @James, For example, when a function expects a player object pointer, how did you get the pointer... read more | 09/26/2012 (10:56 am) |
| TorqueScript has suboptimal performance | The trampoline needs some attention. The biggest problem with the trampoline is that it creates ext... read more | 09/26/2012 (10:08 am) |
| Bug in void ShapeBase::updateImageState(U32 imageSlot,F32 dt) | So this goto is a performance thing... well... we still need an emergency out... or something, cause... read more | 07/19/2012 (11:13 am) |
| Bug in void ShapeBase::updateImageState(U32 imageSlot,F32 dt) | Probally because the player is dead. I noticed that this error usually happened when I was using th... read more | 07/19/2012 (8:41 am) |
| How do I debug Process::processEvents() What does it do? | Found it, posting issue.... read more | 07/18/2012 (5:01 pm) |