Search found 31 matches

Search found 31 matches Page 1 of 4
by Happenstance
Sun Apr 01, 2018 7:14 pm
Forum: Rendering
Topic: Cast shadows in basic lighting
Replies: 7
Views: 916
I believe Basic Lighting is setup to only render shadows from ShapeBase-derived objects (that'll be StaticShapes, Player, Item, etc.). You can change this in the engine but BL shadows should be used sparingly, ideally only for a few dynamic objects. Advanced Lighting is really the way to go if you'r...
by Happenstance
Sat Mar 24, 2018 11:50 pm
Forum: C++
Topic: Client/Server muzzleVector/Point mismatch.
Replies: 16
Views: 1262
What happens if you call getMuzzlePoint/Vector instead of getRenderMuzzlePoint/Vector?

Also is animateOnServer set to true in the weapon datablock?
by Happenstance
Fri Jan 26, 2018 2:59 am
Forum: C++
Topic: StandardMainLoop::handleCommandLine()
Replies: 1
Views: 247
Thoughts on just replacing handleCommandLine() with something like: bool StandardMainLoop::handleCommandLine( S32 argc, const char **argv ) { // Allow the window manager to process command line inputs; this is // done to let web plugin functionality happen in a fairly transparent way. PlatformWindow...
by Happenstance
Fri Jan 26, 2018 2:52 am
Forum: C++
Topic: StandardMainLoop::handleCommandLine()
Replies: 1
Views: 247
So this is kind of ugly. The code jumps through hoops supporting custom entry scripts being passed in via commandline and what I assume is an older version of zip support (TORQUE_ENABLE_VFS) which isn't used anywhere else. bool StandardMainLoop::handleCommandLine( S32 argc, const char **argv ) { // ...
by Happenstance
Thu Jan 25, 2018 9:03 pm
Forum: Rendering
Topic: Deferred Decals
Replies: 6
Views: 700
Not many, at least as far as I know. They can create edge artifacts in certain cases and might be tricky to use with baked light depending on how it's done.

Apparently Andrew implemented these in Torque6. Think I'll look around and see if there's something that can be ported over.
by Happenstance
Thu Jan 25, 2018 5:54 pm
Forum: Rendering
Topic: Deferred Decals
Replies: 6
Views: 700
Using Torque as an example, decals are rendered by creating a new mesh with geometry that conforms to whatever surface you're projecting them on. One of the problems with this method is it fails at extreme angles (think about a corner of a room where the walls meet the ceiling or a highly tessellate...
by Happenstance
Wed Jan 24, 2018 9:37 pm
Forum: Rendering
Topic: Deferred Decals
Replies: 6
Views: 700
Interesting technique for drawing decals in a deferred renderer: http://martindevans.me/game-development/2015/02/27/Drawing-Stuff-On-Other-Stuff-With-Deferred-Screenspace-Decals/ and shader code: https://github.com/martindevans/Myre/blob/master/Myre/Myre.Graphics.Content/Decal.fx Avoids the expense ...
by Happenstance
Sat Jan 20, 2018 9:34 pm
Forum: General
Topic: Biggest Tease - Trench
Replies: 6
Views: 974
Interesting. Never heard of this one. Looks like it's a dead project, though? It'd be nice if some of these developers would be more active in the community. I can't help but think there's some good improvements to the engine lurking in the codebases of games like Steam Hammer, Frozen Synapse 2, etc...
by Happenstance
Mon Jan 15, 2018 3:00 pm
Forum: C++
Topic: HitBox resource help.
Replies: 23
Views: 2266
Does raycast return a hit if you don't use a detail level? Does the shape editor show all of the hitboxes when you inspect the model?
by Happenstance
Mon Jan 15, 2018 1:24 am
Forum: Show-off
Topic: Rogue Mission
Replies: 19
Views: 2344
This looks interesting, always room for a spy RPG. Looking forward to seeing more.

I hadn't heard of Top Secret so I looked it up - looks fun. There's a new version that just came out, might have to look into getting it.
Search found 31 matches Page 1 of 4