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by Happenstance
Mon May 13, 2019 4:18 pm
Forum: TorqueScript
Topic: Increasing TorqueScript speed by reducing overhead
Replies: 3
Views: 85
It's hard to say without being able to see the code but it's likely some of his changes are irrelevant at this point.
by Happenstance
Mon May 13, 2019 3:35 pm
Forum: TorqueScript
Topic: Increasing TorqueScript speed by reducing overhead
Replies: 3
Views: 85
People like @jamesu, @Hutch, and @MangoFusion made improvements along these lines and most of those changes were rolled in at some point. T3D's version of TorqueScript is noticeably faster at certain things than previous versions as a result. The largest improvement was probably a result of simply d...
by Happenstance
Wed May 01, 2019 3:05 am
Forum: Beginner
Topic: Hide/Show mouse cursor by pressing RMB (SOLVED)
Replies: 12
Views: 512
It might be worth tracing the code from here to see what's happening with the mouse events: https://github.com/GarageGames/Torque3D/blob/7daa243057073f0a7fcfa7d2a8b1c4f50abe73d8/Engine/source/gui/core/guiCanvas.cpp#L653 A workaround in script might be to also bind the right mouse button to a toggleC...
by Happenstance
Sun Apr 28, 2019 4:34 pm
Forum: Beginner
Topic: Hide/Show mouse cursor by pressing RMB (SOLVED)
Replies: 12
Views: 512
Ah, I see what you're attempting to do. The issue is when the cursor is hidden mouse events are sent to ActionMap for processing, when it's shown they are sent through the GUI system. In your case PlayGui::onRightMouseDown() is never being called because those events are being handled (and ignored) ...
by Happenstance
Sun Apr 28, 2019 12:16 am
Forum: Beginner
Topic: Hide/Show mouse cursor by pressing RMB (SOLVED)
Replies: 12
Views: 512
Just set it like any other variable:

Code: Select all

PlayGui::onRightMouseUp(%this, ...) { %this.noCursor = 0; }
by Happenstance
Thu Apr 04, 2019 3:45 am
Forum: Rendering
Topic: Fake Lighting Technique
Replies: 0
Views: 110
Just sharing a neat technique to fake 3D lighting by using spherical meshes with additive blending in place of real lights. https://agilethief.artstation.com/projects/OBBXy?album_id=70137 Not particularly relevant for Advanced Lighting but could be something to explore for someone running into the p...
by Happenstance
Sat Mar 23, 2019 7:07 pm
Forum: C++
Topic: Define a 2D array in C++ and passing to TS
Replies: 17
Views: 957
The problem is TorqueScript's concept of arrays are really just dynamic variables (strings specifically) with syntactic sugar to make their usage more familiar (myArray[0] is the same as myArray0 in script). There's no straightforward method of passing a C++ array to script, which is why ArrayObject...
by Happenstance
Fri Mar 01, 2019 3:30 pm
Forum: TorqueScript
Topic: Missiongroup and cleanup
Replies: 5
Views: 345
I typically add the object after it's created (MissionGroup.add()) but parentGroup looks like a shortcut that does the same thing.

MissionGroup gets deleted when a mission ends and because it's a SimGroup, any objects contained within it will also be deleted.
by Happenstance
Fri Feb 22, 2019 6:21 pm
Forum: General
Topic: Issues with Torque 2D
Replies: 0
Views: 279
You'll want to work in the the Torque2D solution file (Torque2D.sln I believe) in the engine/compilers/Visual Studio 2017 directory. You'll be adding any engine changes you need into that project and compiling the engine from there which will create the T2D exe file. Scripting and gameplay code will...
by Happenstance
Wed Feb 13, 2019 3:53 am
Forum: Torque 3D Development
Topic: Recreate/Replace Game Classes with E/C
Replies: 7
Views: 7034
Having a PlayerController that mimics the existing Player class movement makes sense to me and seems in line with what other engines are doing. I could see making a case for SimplePhysics just being the RigidBody component with some options toggled off (simulating gravity & mass but disabling the ad...
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Search found 83 matches Page 1 of 9