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Adding the AIWheeledVehicle class to Torque 3D & TGEA

Torque 3D and TGEA don't include the AIWheeledVehicle class like TGE does. This class is a very important building block if you want to make racing game AI. This resource will help you implement it.

Author Quentin Headen Date 02/23/2009 (8:16 pm) Comment 30 comments

Your guide to WheeledVehicles

I spent a little while over the last holiday messing around with the starter.racing demo. Here are my findings...

Author Daniel Buckmaster Date 11/29/2008 (6:00 pm) Comment 12 comments

Shader tech behind material accumulation for cliffs

I've been asked about the shader tech behind material accumulation for the BG Cliff Construction Kit. This article will reveal the basic concept with a few shader code samples.

Author Konrad Kiss Date 11/20/2008 (1:37 pm) Comment 4 comments

Make your source code readable

Every developer has his or her own way of indenting and reading source code. Regretfully, new lines and indents in the TGEA 1.7.1 source are nothing like what I'm used to. Here's what I did to make the source more readable to me.

Author Konrad Kiss Date 10/14/2008 (12:04 pm) Comment 10 comments

Adding Joystick Functionality to Torque on the Mac with SDL

This resource uses SDL to add basic joystick/gamepad support to Torque on the Mac. It was created by Dorian Yeager. "This is an escape character test for the live server." /~ & "This is only a test."

Author David Montgomery-Blake Date 09/25/2008 (7:31 am) Comment 1 comments

Improved AI Guard Unit

An entirely scripted AI bot system that has a variety of easy to customize options. For use with T3D 1.2 or the MIT licensed version of T3D.

Author Twisted Jenius Date 08/25/2008 (7:20 am) Comment 174 comments

Automatic blended terrain texture property map generation

Property maps are used by the engine to be able to tell what color a foot puff or vehicle puff should be on a given material of the terrain, or what it should sound like when you step on it. This resource adds automatic property map generation with default values for each terrain texture, so you have vehicle and player foot puffs even if there are no propertyMap.cs files around.

Author Konrad Kiss Date 08/04/2008 (12:48 pm) Comment 2 comments

Footpuff and vehicle dust fix for TGEA 1.7.1

TGEA has been without footpuffs and vehicle dust. This resource switches them back on. Before you start, please check out my [url=www.garagegames.com/community/blogs/view/15199]Automatic blended terrain texture property map generation[/url] resource, because you will need property maps set up to see the puffs.

Author Konrad Kiss Date 08/04/2008 (12:48 pm) Comment 8 comments

Unique loading screen for each mission

This resource lets you specify separate loading screen bitmaps for each of your missions. Also, it's my first resource!

Author Konrad Kiss Date 06/30/2008 (2:46 pm) Comment 11 comments

Mount images on images!

Attaching different equipment to weapons (like scopes or bayonets) is a pain - until now. This resource allows you to mount an image to another already mounted image.

Author Daniel Buckmaster Date 06/23/2008 (7:26 am) Comment 12 comments

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