Search found 375 matches

Search found 375 matches Page 34 of 38
by chriscalef
Mon Apr 27, 2015 5:52 pm
Forum: Torque 6
Topic: Linux Support!
Replies: 11
Views: 3839
schweet!
by chriscalef
Mon Apr 27, 2015 5:50 pm
Forum: TorqueScript
Topic: Airplanes?
Replies: 5
Views: 1110
Just to throw it out there, it would be a hell of a lot of work but if you wanted *real* flight dynamics logic, I've spent a lot of time messing with FlightGear (flightgear.org), which is an open source standalone flight simulator. It has multiple flight dynamics models but the one that is most test...
by chriscalef
Mon Apr 27, 2015 5:45 pm
Forum: Beginner
Topic: Ragdolls?
Replies: 5
Views: 1264
It is not currently built into the engine, because the stock physics plugins do not include joints. There's nothing going on in that direction in bullet yet, to the best of my knowledge, but I took over Timmy's Physx3 project a while ago and added joints and ragdolls (though my ragdolls still need m...
by chriscalef
Sat Apr 25, 2015 7:37 am
Forum: TorqueScript
Topic: Animation state machine in default T3D game code?
Replies: 5
Views: 1447
Three cheers for the ECS rewrite! Hip hip hooray! etc
by chriscalef
Sat Apr 25, 2015 5:07 am
Forum: Gameplay
Topic: Reactive Rigids for stock (3.6)
Replies: 15
Views: 4831
Ah, yeah, it's never that easy. :-). You'd probably have to write your own clientside damage logic based on physx collisions, which would be less hack proof, but...
by chriscalef
Sat Apr 25, 2015 12:55 am
Forum: Gameplay
Topic: Reactive Rigids for stock (3.6)
Replies: 15
Views: 4831
By default you're running a physics sim on the server as well as on each client, so if you want objects to run on the client and not get networked you would theoretically just say "simType=0" in the physicsShape datablock. I say "theoretically" because this actually hasn't worked...
by chriscalef
Fri Apr 24, 2015 6:25 pm
Forum: Gameplay
Topic: Reactive Rigids for stock (3.6)
Replies: 15
Views: 4831
Paul, you're probably all over this aspect of it but if not, make sure you take a good hard look at whether you really need to network all the physics objects you're trying to network, ie are they all gameplay critical and interactive between different players? Because if there's anything that can b...
by chriscalef
Tue Apr 21, 2015 5:25 am
Forum: C++
Topic: Replacing TorqueScript
Replies: 14
Views: 3243
Hell of a nice wiki page!

Buckmaster +1
by chriscalef
Tue Apr 21, 2015 5:09 am
Forum: Rendering
Topic: Culling mask for weapons
Replies: 8
Views: 1527
+1 for this thread. I've always hated Torque's behavior but never enough to look into alternatives.
by chriscalef
Mon Apr 20, 2015 4:54 am
Forum: Blogs
Topic: Unreal Engine 4, Unity 5.. Torque 6?
Replies: 70
Views: 13916
Right on, nice work andrewmac! Will be excited to try your linux build as well.
Search found 375 matches Page 34 of 38