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by JeffR
Tue Dec 11, 2018 6:05 pm
Forum: Beginner
Topic: Calculating a Peek value for aiPlayer
Replies: 18
Views: 709
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: 1074
@
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: 18
Views: 709
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...
by JeffR
Thu Dec 06, 2018 4:03 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 328
Views: 74299
Some of the videos I've got in here, like with the third person player, for example, uses the basic components for rendering and physics, but the actual gameplay logic, controls, camera behavior, etc is all done in script. So yeah, while not hyper performant(because it's script, of course) you shoul...
by JeffR
Wed Dec 05, 2018 4:11 pm
Forum: Rendering
Topic: Groundcover issue
Replies: 4
Views: 231
Duion's right. To clarify the design-intent of it a bit more, the type slots in ground cover let you associate to a given terrain material. If you don't make any associations, it just figures "any terrain material is probably fine" which is why it'll spawn over the whole thing. Once you have an asso...
by JeffR
Wed Dec 05, 2018 4:08 pm
Forum: Beginner
Topic: I need support
Replies: 10
Views: 872
Yeah for sure the starting point would be to figure out what version of the engine he used. TGE will definitely compile on Win10 and modern visual studio(though a few tweaks may need to be made to do so, due to changes in compiler behavior over time). So starting point is figure out what build of th...
by JeffR
Wed Dec 05, 2018 4:05 pm
Forum: General
Topic: Can I build game with C++ only and use Torque3D Editor for build levels / world?
Replies: 4
Views: 166
To expand on what Duion is saying on the performance side, T3D uses a deferred renderer, which allows much more flexible post processing effects and lighting, but at the tradeoff of having a much higher baseline memory bandwidth requirement. Which is something that integrated graphics are especially...
by JeffR
Tue Dec 04, 2018 5:03 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 328
Views: 74299
@HeadClot @Razer Haha, that was actually part of what spurred this, was me talking with @suncaller in the discord, and the dark theme and other wanted changes coming up. So I was like "well, i could rig up a functional mockup pretty fast" and away it went. Pretty sure the sun wanted to take a shot t...
by JeffR
Mon Dec 03, 2018 3:57 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 328
Views: 74299
@Razer Yep, definitely the plan with faster, smaller(or, more targeted/specific) updates. For the toon shader, nothing for that right this second, but it'd be a really good example case for the custom shader feature stuff, so once all this PBR business is sorted, it's something possibly worth giving...
by JeffR
Tue Nov 27, 2018 7:33 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 328
Views: 74299
@
User avatar
Razer
gunning for the end of the year, though we'll see if it gets pushed back a bit or not.
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Search found 833 matches Page 1 of 84