Search found 54 matches

Search found 54 matches Page 1 of 6
by Happenstance
Wed Aug 22, 2018 10:56 pm
Forum: Roadmap
Topic: The Roadmap
Replies: 16
Views: 1134
Sounds good, Jeff. I've been out of the loop for the last few weeks due to crunch mode at work but I haven't forgotten about the E/C stuff. I've tinkered with getting a new Item 'class' up and running with components. Plan to work through the list of existing classes and convert what I can to compon...
by Happenstance
Tue Jul 24, 2018 8:12 pm
Forum: C++
Topic: light level on player
Replies: 1
Views: 388
by Happenstance
Fri Jul 13, 2018 9:35 pm
Forum: Beginner
Topic: Getting velocity sum
Replies: 6
Views: 396
Sounds like VectorLen() is what you're looking for. I believe 'speed' is just the magnitude of a velocity vector, which is what VectorLen returns, and will always be a positive number.
by Happenstance
Fri Jul 13, 2018 2:13 am
Forum: Beginner
Topic: Getting velocity sum
Replies: 6
Views: 396
Can you post a snippet or screenshot of the console log to show the problem? I just tried calling the above on a bunch of random velocities but couldn't reproduce the problem.

Also, what're you using the above code for? Might help figuring out what's happening.
by Happenstance
Sun Jul 08, 2018 8:09 pm
Forum: Torque 3D Development
Topic: Recreate/Replace Game Classes with E/C
Replies: 1
Views: 420
This is definitely helpful and gives me a better idea of where the E/C systems are at. @Azaezel also provided me with a basic SoundComponent last night to look over. I think at this point I'm going to try putting a couple basic entities together just to see how everything fits together. I think even...
by Happenstance
Sun Jul 08, 2018 8:06 pm
Forum: Rendering
Topic: Blend SkyBox Cubemaps
Replies: 0
Views: 211
I'd like to modify the SkyBox class to blend between two (or more) cubemaps depending on time of day. I've hacked up ScatterSky to do this (have it fading between a day & night cubemap in the shader right now) but it feels like overkill for what I need. ScatterSky does a lot of work simulating light...
by Happenstance
Sat Jul 07, 2018 7:19 pm
Forum: C++
Topic: ScatterSky zOffset
Replies: 4
Views: 415
Done! Thanks guys. :)
by Happenstance
Fri Jul 06, 2018 11:06 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 300
Views: 64580
@Azaezel - Good question. I think I'll need some sort of "beginners guide" or overview of the system - what's there now, what's missing, how to build a basic object out of components, maybe a "hit list" of things that still need testing, etc. It's been years at this point since I tinkered with that ...
by Happenstance
Fri Jul 06, 2018 7:13 pm
Forum: C++
Topic: ScatterSky zOffset
Replies: 4
Views: 415
So zOffset for ScatterSky has been broken for a while. I looked through the git history and the relevant change was going from this in 3.8: Point3F camPos2 = state->getCameraPosition(); MatrixF xfm(true); xfm.setPosition(camPos2 - Point3F( 0, 0, mZOffset)); GFX->multWorld(xfm); MatrixF xform(proj);/...
by Happenstance
Thu Jul 05, 2018 6:40 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 300
Views: 64580
@JeffR I'll try to jump on discord this weekend and poke around with the E/C stuff if possible. It's been a while since I've looked at any of it so I'll need a refresher and probably a better idea of what needs to be tested to move it along. I'd like to tackle the ridiculous amount of warnings in th...
Search found 54 matches Page 1 of 6