Search found 840 matches

  • 1
  • 2
  • 3
  • 4
  • 5
  • 84
Search found 840 matches Page 1 of 84
by JeffR
Tue Jan 15, 2019 4:03 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 341
Views: 80579
@Razer That's the entire idea behind the talk about the new Project Manager, yes. Give a nice centralized launcher for project management and the like. For the second bit, the default UI stuff is intended as a solid launch-off point. Obviously if there are any interface elements that don't work for ...
by JeffR
Mon Dec 31, 2018 3:55 pm
Forum: Rendering
Topic: render on top of precipitation
Replies: 4
Views: 217
Hmm....

It's obviously going to screw with the look, but can you try turning off this:

Code: Select all

translucent = "1"; translucentBlendOp = "LerpAlpha";
I'd wager that's causing the order fighting, but figure we can turn it off real fast to double-check that's the case to confirm the supposition.
by JeffR
Sun Dec 30, 2018 6:48 pm
Forum: Beginner
Topic: Does Torque 3D support duoble precision?
Replies: 5
Views: 232
Yeah, I get what you mean about the uniform coordinate system. Well, if you did want to roll with the double precision positioning, the very first place you'll want to look at is SceneObject's transform matricies, like mObjToWorld and mWorldToObj and whatnot. They double-duty converting between loca...
by JeffR
Sun Dec 30, 2018 4:36 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 341
Views: 80579
About the player Class, users could script their own characters, but a ready to use multi purpose character class is a good idea. Yep, this is absolutely the plan. End goal is to completely component-ify the existing game classes(Player, WheeledVehicle, Item, etc) to act as a jump off point people ...
by JeffR
Sat Dec 29, 2018 9:07 pm
Forum: Rendering
Topic: render on top of precipitation
Replies: 4
Views: 217
Wow, that's pretty wild. Does it utilize any sort of transparency or alpha testing?
by JeffR
Sat Dec 29, 2018 9:07 pm
Forum: Beginner
Topic: Does Torque 3D support duoble precision?
Replies: 5
Views: 232
Honestly, the most common way to get around floating point precision issues with large open world/open universe simulations is to just recenter around the camera as the origin point. This way, as the camera moves zone to zone, it recenters as origin, and just has everything via an offset to keep the...
by JeffR
Sat Dec 29, 2018 5:12 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 341
Views: 80579
Mid-Holidays Workblog Update Hey guys, hope your Christmas was good, and you're all ramping up for the new year! The original hopeful projection for 4.0's release was the new year(ish) but real life being real life, some delays on stuff crept in, so we're a bit behind schedule. That said, hopefully...
by JeffR
Tue Dec 11, 2018 6:05 pm
Forum: Beginner
Topic: Calculating a Peek value for aiPlayer
Replies: 19
Views: 1392
Honestly, I'd say toss the code up in the resources section. Never hurts to have ideas/examples.
by JeffR
Thu Dec 06, 2018 4:23 pm
Forum: Gameplay
Topic: MMORPG style Inventory - Stock Torque3D 3.10.1
Replies: 14
Views: 1695
@
User avatar
Zweshi
Most excellent work, sir!

If you were interested in turning this into a module for future use in the new BaseGame template, I'd be willing to help with that and I think that would go a long way to dealing with things like Duion's complaint about installation complexity.
by JeffR
Thu Dec 06, 2018 4:21 pm
Forum: Beginner
Topic: Calculating a Peek value for aiPlayer
Replies: 19
Views: 1392
Expanding on Razer's idea, depending on how accurate you need the AI vision to be(obviously this is design dependent) one technique I've seen that better simulates sight/detection would be to randomly pick a point on the player's bounding box and fire a ray at it, instead of just their center. If it...
  • 1
  • 2
  • 3
  • 4
  • 5
  • 84
Search found 840 matches Page 1 of 84