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Search found 105 matches Page 1 of 11
by Happenstance
Fri Jan 29, 2021 8:14 pm
Forum: General
Topic: Sharing My Music and Sound FX - Over 1900 Tracks
Replies: 222
Views: 150896
Lots of great stuff on your site, Eric. Attribution is well explained and your pricing per sound is very reasonable as well.

Keep up the great work!
by Happenstance
Sat Jun 27, 2020 10:30 pm
Forum: General
Topic: A simple compass system
Replies: 5
Views: 5150
Nicely done!
by Happenstance
Fri May 29, 2020 2:30 am
Forum: General
Topic: Clean-up of the issues and PR's on the repo
Replies: 8
Views: 6308
Solid work, Lukas.

Am I misreading the spreadsheet or have you and Az already reviewed all 307 open issues?
by Happenstance
Wed May 27, 2020 6:37 pm
Forum: Torque 3D website feedback
Topic: Is this forum ruled by despotism?
Replies: 37
Views: 12148
Definitely some valid points being discussed here but I feel like this thread pops up about once a year. Some conversation happens, some proposals are put forward, and ultimately nothing changes. Wasn't it about this time last year we had the 'Why doesn't anything get done?' thread where we discusse...
by Happenstance
Thu May 14, 2020 9:15 pm
Forum: General
Topic: Epic upping the ante again...
Replies: 22
Views: 10665
Certainly impressive! I haven't watched the full presentation yet but did they offer any details on how they intend to keep file sizes in check? I'm hearing about thousands of models with millions of triangles and 8k+ textures everywhere and it seems to me that a full AAA game could take up hundreds...
by Happenstance
Mon Dec 16, 2019 10:25 pm
Forum: Beginner
Topic: How to Compile Static for Linux
Replies: 8
Views: 7486
Not sure about Unity, but Godot does it by including precompiled binaries for each supported platform as part of an "export template" package. When you 'compile' your game Godot just pulls out the corresponding binary from the export template and renames it for you. We could do something similar in ...
by Happenstance
Sat Dec 14, 2019 3:20 am
Forum: C++
Topic: AIPlayer Spinning[Solved]
Replies: 21
Views: 12407
Tinker with those warp settings as well - try setting them to 64 or even 128 and see how that changes things. My suspicion is that the AIPlayer's yaw handling is breaking in situations where the client & server desync. The server says the AIPlayer's rotation is one thing and it should turn to this a...
by Happenstance
Fri Dec 13, 2019 5:57 pm
Forum: C++
Topic: AIPlayer Spinning[Solved]
Replies: 21
Views: 12407
My guess is that this is going to be an issue deeper in the engine, you were probably on the right track looking at the yaw code. The fact that it happens during the initial spawn makes me think it's an issue with the way yaw data is initially networked & interpolated. Is there any change if you dis...
by Happenstance
Tue Dec 10, 2019 9:31 pm
Forum: TorqueScript
Topic: Memory allocation question
Replies: 4
Views: 6905
In your examples '.type' & '.color' are known as 'dynamic fields' in the world of Torque. Internally each object has a SimFieldDictionary (basically a hashmap) that stores a key:value pair for each 'dynamic field' the object has. When you add a new dynamic field (e.g. %obj.myNewVar = 15) the object ...
by Happenstance
Tue Dec 10, 2019 7:20 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 455
Views: 226379
shaders are compiled & cached on-use resulting in hitching with each unique material In fairness, we do suffer from the same issue at present, it's just that the shadergen feature(aka prefab snippets of shadercode) combo system cuts down on duplicates a bit. (I'd say a lot, but depending on just ho...
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Search found 105 matches Page 1 of 11