Search found 388 matches

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Search found 388 matches Page 1 of 39
by Azaezel
Tue Jan 16, 2018 12:24 am
Forum: C++
Topic: HitBox resource help.
Replies: 3
Views: 87
Have you accounted for the castRayEA defintiion, https://github.com/Azaezel/Torque3D/blob/player_hitboxes_rev2/Engine/source/ts/tsCollision.cpp#L255 ? Animated bone attachments should work... half the reason I chose to leave that as a visible LOD and just set the things to transparent our end was so...
by Azaezel
Tue Dec 26, 2017 11:00 pm
Forum: General
Topic: 3.10 VS 2017 compile error + fix + questions
Replies: 4
Views: 349
For those who cannot compile the 3.10 master branch, the following fix needs to be applied. https://github.com/GarageGames/Torque3D/commit/ef1edd375116c6ab1dffb9ba30620353439b5afd https://github.com/GarageGames/Torque3D/commit/7cc0373b4829a692339d1ab66c60de045d212abf The question this leads to is s...
by Azaezel
Tue Dec 26, 2017 10:54 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 195
Views: 27308
Wew, lad that's a lot of stuff! ∑(´0ω0`*) http://yorkshirerifles.com/random/information_overload_320x24.gif Hope everyone managed to find time to gorge on dead ground bird whilst they were beavering away! This will lead to lower load times, less load stutter Hurray for less load stutter! I know tha...
by Azaezel
Sat Nov 25, 2017 11:04 pm
Forum: Announcements
Topic: Torque 3D 3.10 Released!
Replies: 39
Views: 9405
sorry for the delay there. been... an interesting last few months. try https://github.com/GarageGames/Torque3D ... #L230-L231
by Azaezel
Fri Nov 10, 2017 10:38 pm
Forum: General
Topic: Where is everyone?
Replies: 20
Views: 841
Zarosath wrote:Look I think what is failed to realize that Torque is a showcase is as complete game is reflection of itself and i think this needs to be realized.


Not quite parsing that one. Elaborate?
by Azaezel
Sat Sep 16, 2017 1:20 am
Forum: Beginner
Topic: change groundcover via script
Replies: 75
Views: 8054
You won't. The terrain has undergone 3 revisions since then. Though the general principles do still apply.
by Azaezel
Tue Sep 12, 2017 9:44 pm
Forum: Beginner
Topic: building navmesh at runtime and using it for spawned aiplayers
Replies: 4
Views: 221
Old create on the fly code is old, but should by and large still be accurate function addNav() { %newMesh = new NavMesh(theNavMesh) { saveIntermediates = "0"; buildThreaded = "1"; build = "0"; fileName = "levels/temp/nav.nm"; //<--------------------- file save...
by Azaezel
Sun Sep 10, 2017 9:04 pm
Forum: Beginner
Topic: Detour?
Replies: 7
Views: 326
DetourCrowd will take a rewrite. Sourcecode for the navmesh system interop can be found https://github.com/GarageGames/Torque3D/tree/development/Engine/source/navigation https://github.com/GarageGames/Torque3D/blob/development/Engine/source/navigation/navMesh.cpp#L859-L1097 for example. Done a bit o...
by Azaezel
Wed Aug 30, 2017 9:40 pm
Forum: Announcements
Topic: Torque 3D 3.10 Released!
Replies: 39
Views: 9405
Strange, I just built a custom one myself last night on the mini... _EngineMethodTrampoline would suggest this would be a source<->script interop binding. One of https://github.com/Azaezel/Torque3D/commit/8ca53c771f8b8e25c5cb37fe74632ffb20fba4dc or https://github.com/Azaezel/Torque3D/commit/8501f2e6...
by Azaezel
Wed Jul 26, 2017 8:42 am
Forum: Content
Topic: Are hand made bounds necessary?
Replies: 6
Views: 416
Bounds determin FOV culling, so if for instance you have a mesh which wll during the course of it's animation exeed the first-frame bounds detection algorithm, you'll need to extend to to the farthest set of possible corners to avoid flickering at the edges of the screen and the like.
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Search found 388 matches Page 1 of 39