Search found 38 matches

Search found 38 matches Page 2 of 4
by MilkywayM16
Thu Nov 19, 2015 8:55 pm
Forum: Torque 6
Topic: Sky Plugin
Replies: 7
Views: 1310
That's really interesting! I just did some reading up on the full screen triangle method of post processing. Currently T3D generates a curved plane mesh in the engine and then renders the sky to the mesh. I'm not sure what method is "best" since they all probably have caveats. Why did you ...
by MilkywayM16
Thu Nov 19, 2015 5:24 pm
Forum: Torque 6
Topic: Sky Plugin
Replies: 7
Views: 1310
Haha my bad, I mean the single curved sky plane that t3d uses in the scatter sky, as opposed to a normal hemisphere.
by MilkywayM16
Wed Nov 18, 2015 6:26 pm
Forum: Torque 6
Topic: Sky Plugin
Replies: 7
Views: 1310
Does this use the same "sky blanket" method that t3d uses?
by MilkywayM16
Wed Nov 18, 2015 5:13 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 172
Views: 22794
That sounds amazing
by MilkywayM16
Mon Nov 09, 2015 7:10 pm
Forum: TorqueScript
Topic: Switching bounding box to a bounding capsule
Replies: 12
Views: 2355
Are you familiar with the entity/component stuff I've been working on? The E/C stuff has a redone collision scheme, making it way easier to set up collisions on stuff in whatever way the user wants. Oohh, I was unaware. Dropping pursuit of that resource makes sense then if it would become obsolete ...
by MilkywayM16
Wed Nov 04, 2015 10:44 pm
Forum: TorqueScript
Topic: Switching bounding box to a bounding capsule
Replies: 12
Views: 2355
Azaezel wrote:Probably not. it was after all intended to be a bridge step for the entity component phase. Won't be removing it from hosting though if folks wanna snag it and tinker.

What do you mean it was intended as a bridge step? What entity component phase?
by MilkywayM16
Wed Nov 04, 2015 9:29 pm
Forum: TorqueScript
Topic: Switching bounding box to a bounding capsule
Replies: 12
Views: 2355
There is a decent hitbox system already: http://www.garagegames.com/community/resource/view/6538/ You can pretty much have any hitbox structure you want. I prefer Valve's approach, which is pretty nice. My problems is with player movement and interaction with the physics world. A box is a terrible ...
by MilkywayM16
Wed Nov 04, 2015 3:42 pm
Forum: C++
Topic: Offset with GCC 5
Replies: 5
Views: 1087
Sorry I can't be of any help here, I just wanted to pop in and say thank you for working on T2D. It's been kinda stagnant for a while and it's great to see it getting some attention! Good luck :)
by MilkywayM16
Thu Oct 29, 2015 2:25 pm
Forum: TorqueScript
Topic: Switching bounding box to a bounding capsule
Replies: 12
Views: 2355
I actually had no idea about that resource, thanks for posting it. Something like that might be great to replace the default bounding box hit detection
by MilkywayM16
Thu Oct 29, 2015 3:41 am
Forum: TorqueScript
Topic: Switching bounding box to a bounding capsule
Replies: 12
Views: 2355
What torque really needs is a proper hitbox system
Search found 38 matches Page 2 of 4