Game Development Community

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)