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by Happenstance
Thu Apr 04, 2019 3:45 am
Forum: Rendering
Topic: Fake Lighting Technique
Replies: 0
Views: 76
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: 810
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: 299
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: 231
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: 6766
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...
by Happenstance
Sat Feb 09, 2019 1:51 am
Forum: General
Topic: PR Review List
Replies: 3
Views: 441
Update on my part of this: * I ended up rewriting #2168 and #2140 (only for the new templates) and put them each in new, separate branches. Not sure what the best practice is for updating the existing PRs? * Will test #2076 tomorrow at some point. * Tested #2054 (Allow Negative Lights) and #2154 (Sc...
by Happenstance
Sat Feb 09, 2019 1:33 am
Forum: Torque 3D Development
Topic: Recreate/Replace Game Classes with E/C
Replies: 7
Views: 6766
@JeffR - I'm back in town now and starting to look over what I was working on a few months ago. Still reviewing stuff but it looks like I made a sandbox level to test entity composition and started piecing together an Item object built from components. Also started working on a 'simple physics' comp...
by Happenstance
Wed Feb 06, 2019 2:43 am
Forum: TorqueScript
Topic: Bitmap in hfl files
Replies: 8
Views: 775
Just tested this using the latest development branch and it seems to be working. I added a GuiMLTextCtrl (named MLTEXTCTRL) to the main menu screen and called: MLTEXTCTRL.addText("<bitmap:data/splash>"); Result was the Torque3D splash image rendering inside the control. That was without changing the...
by Happenstance
Mon Feb 04, 2019 10:55 pm
Forum: General
Topic: PR Review List
Replies: 3
Views: 441
Thanks for the taking the initiative on this, @Bloodknight. I'll tackle what I can by this weekend: * Update #2168 (fixes for compiling without Advanced Lighting) to fix the conflicts. * Convert #2140 (HDR slider) to the new templates. Not sure there's value in leaving this in the old Full template ...
by Happenstance
Mon Feb 04, 2019 7:58 pm
Forum: Torque 3D Development
Topic: Recreate/Replace Game Classes with E/C
Replies: 7
Views: 6766
I'm out of town this week but made a note for myself to get these uploaded this weekend.
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Search found 78 matches Page 1 of 8