Search found 101 matches

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Search found 101 matches Page 1 of 11
by Happenstance
Mon Dec 16, 2019 10:25 pm
Forum: Beginner
Topic: How to Compile Static for Linux
Replies: 8
Views: 1674
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: 4085
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: 4085
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: 1543
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: 454
Views: 154940
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...
by Happenstance
Tue Dec 10, 2019 1:26 pm
Forum: Rendering
Topic: [SOLVED]Changing Skin Client Side Only
Replies: 6
Views: 1655
Glad you got it working!
by Happenstance
Tue Dec 10, 2019 12:52 am
Forum: Rendering
Topic: [SOLVED]Changing Skin Client Side Only
Replies: 6
Views: 1655
setSkin/setSkinName are indeed networked but the actual retexturing work is done clientside by the reSkin() method. The only reason calling setSkin/setSkinName applies the change to all clients is because those functions set a netmask (SkinMask) which sends the mSkinNameHandle string across the wire...
by Happenstance
Mon Dec 09, 2019 10:07 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 454
Views: 154940
Lots of fun stuff on the horizon. Will be good to finally see all of the pieces come together. And my little blurb on Godot since I spent some time evaluating it this year: 3.0 was supposed to be the big "this challenges Unity" release but I found that not to be the case. It does a lot of things rea...
by Happenstance
Sun Dec 01, 2019 5:22 pm
Forum: TorqueScript
Topic: gotoWebPage broke?
Replies: 9
Views: 2081
The code is correct Az (at least on Windows, poor Linux...) but if the registry key is missing for some reason it'll fail which sounds like what's happening in Hodo's case. There are some other registry keys we can check as well (the thread I linked lists those). Another potential alternative would ...
by Happenstance
Sat Nov 30, 2019 6:01 pm
Forum: TorqueScript
Topic: gotoWebPage broke?
Replies: 9
Views: 2081
It's an issue with their OS rather than your app/Torque. Platform::openWebBrower() will fail on Windows machines if it can't find the registry key that points to the user's default web browser. More info and some possible solutions: https://social.msdn.microsoft.com/Forums/windows/en-US/aa3a1535-aa8...
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Search found 101 matches Page 1 of 11