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Friendly AI Marker

This resource has come about, through my need to create an AI Marker that would spawn non-attacking AI units that you can talk to using the Yack Pack. After searching, I found nothing, so I composed this from the Artificial Intelligence Beginning resource by Mark Holcomb. for TGE 1.5.x and TGEA 1.7.1

Author Maximillian Brewer Date 01/11/2009 (9:47 pm) Comment 33 comments

Return to Center Steering Revisited

This is an update and extension to a 2004 resource by James Jacoby which can be read about at http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6305. The resource extends the original return-to-center resource by making it available to any vehicle class and also exposing parameters in the vehicle datablock to allow for vehicle-by-vehicle steering differences.

Author Charles Fusner ("Cog3125") Date 01/07/2009 (1:07 pm) Comment 4 comments

MK Autogen Materials Fix

Quick fix for the Modernization Kit that will prevent your engine from auto-generating and overwriting your normal maps if they already exist.

Author Trenton Shaffer Date 01/05/2009 (7:06 am) Comment 1 comments

PolySoup for Macintosh

Instructions for integrating the PolySoup resource into TGE 1.5.2 on the Mac, using Xcode.

Author Sherman Pendley Date 01/05/2009 (7:06 am) Comment 3 comments

TorqueScript language module for BBEdit

Syntax highlighting, function and datablock folding for BBEdit.

Author Sherman Pendley Date 12/29/2008 (11:21 am) Comment 7 comments

fxFoliageReplicator Update - TGEA 1.7.1

An updated fxFoliageReplicator with a new option for square replicators. This is for TGEA 1.7.1.

Author asmaloney (Andy) Date 12/29/2008 (11:20 am) Comment 8 comments

schedule() & cancel()

I am currently using a demo of TGEA and while I have observed a lot of the code that has been posted I will not be able to buy TGEA for a few months and so my access to testing is limited. I read some of the posts on using schedule to create a timer for events. I have some limited programming experience in c++ and wrote the following function using recursion. I have a question to anyone who can help. In order to use the cancel function cancel has to be able to find the schedule being called. Thus you must use a global variable e.g. $myVariable = schedule(1000, 0, myTimer, %val); Is there anyway around this that anyone has though of i.e. maybe a tagged string or something that would consume less resources than a global array for lots of separate timers? The following code allows for anywhere in code to call timer("0"); or whatever number you want This will create a timer that increments and then returns its %val every second. to cancel the timer you simply use the code: cancel($timer[0]); or whatever number... Since I am recursively passing all values back through the math loop each time I can create multiple instances of a timer that doesn't really exist at all. It is just math passing back and fourth values. So since I am containing those values in the call there is really no reason for me to use Global variables other than allowing access to the cancel function. Thanks for your help. If you want to check the value of the timer during code add the echo as in the bottom example.

Author Joseph Davidson Date 12/29/2008 (11:20 am) Comment 1 comments

Prototyping: RPG Style Damage Numbers

This is a quick resource on how to implement RPG-style damage numbers in TGE using particles and without any engine modification. This is the first part of my "prototyping" resources. I find that planning out and dissecting the Torque Game Engine can be a massive undertaking. If all you want to do is get your idea in a digital format or you don't have any C++ experience, my Prototyping resources are for you!

Author Dan Dias Date 12/29/2008 (11:20 am) Comment 8 comments

GuiMLTextEditCtrl improvements

Extends & fixes the text-editing functionality in GuiMLTextEditCtrl.

Author Orion Elenzil Date 12/19/2008 (2:12 pm) Comment 6 comments