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Search found 309 matches Page 1 of 31
by rlranft
Fri Dec 20, 2019 10:59 pm
Forum: Beginner
Topic: AI tutorial
Replies: 19
Views: 10582
What exactly makes your documentation outdated, rlranft? "Exactly?" I would say that you could diff my documentation in GitHub against the official to find out what exactly is different, but beyond that any time the engine changes or new features are added my personal copy gets farther and farther ...
by rlranft
Mon Dec 02, 2019 6:02 pm
Forum: C++
Topic: Define a 2D array in C++ and passing to TS
Replies: 18
Views: 8228
You know, I just remembered that by default the TS functions getRecords()/getFields() are actually for dealing with exactly this in script.

Check the comments in Engine\source\console\consoleFunctions.cpp for details.
by rlranft
Mon Dec 02, 2019 5:45 pm
Forum: Torque 2D
Topic: Switch Tooltips Off/On?
Replies: 6
Views: 1615
Theoretically you could set the GuiToolTipProfile.opaque field to false to "turn tool tips off" - it should just make them invisible, they'd still technically be there. I don't recall when the profiles are refreshed exactly so it might not function as expected on a hot-key but it would be okay to us...
by rlranft
Fri Aug 02, 2019 11:45 pm
Forum: Torque Game Engine
Topic: capture the screen
Replies: 9
Views: 6290
FRAPS used to work, it's what we used to make a few of the demo videos back at GG.
by rlranft
Tue Jun 04, 2019 8:43 pm
Forum: Content
Topic: Blender to Torque Update
Replies: 4
Views: 4838
Any particular number used would be if the developer intended to allow the system to handle it in the default manner after that size was reached. For many cases it is irrelevant, as you point out. so using 16 would mean that the developer assumes that the end user would leave the settings such that ...
by rlranft
Mon Apr 22, 2019 8:46 pm
Forum: Content
Topic: Blender to Torque Update
Replies: 4
Views: 4838
That is the size in rendered pixels at which the LOD system switches to that mesh. So, when the object is far enough away that it is 16 pixels across or less, that detail mesh LOD will be used for rendering. Use whatever sizes work for you, but at 1 that mesh will not be displayed until the object i...
by rlranft
Sun Apr 07, 2019 8:18 pm
Forum: C++
Topic: Define a 2D array in C++ and passing to TS
Replies: 18
Views: 8228
One option might be to rework your C++ 'funcThatCreatesArrays()' function to instead spit out a tab-delimited string containing the row, column, and value of each array index. You could then use that string to make your own array on the script side, something like: %arrData = funcThatCreatesArrays(...
by rlranft
Fri Mar 22, 2019 10:40 pm
Forum: Beginner
Topic: AI tutorial
Replies: 19
Views: 10582
This is a complex topic. I highly recommend working through all of the World Editor and Scripting documents : http://www.roostertailgames.com/TorqueRef/index.html (this is my personal copy - there are others available that may be more up-to-date). Much of the documentation is outdated but if you're ...
by rlranft
Fri Mar 22, 2019 10:25 pm
Forum: C++
Topic: Define a 2D array in C++ and passing to TS
Replies: 18
Views: 8228
You can already define a 2d array in torquescript. Why are you fixated on thunking back and forth to C++?

http://www.roostertailgames.com/TorqueRef/index.html
by rlranft
Fri Mar 22, 2019 8:51 pm
Forum: C++
Topic: Define a 2D array in C++ and passing to TS
Replies: 18
Views: 8228
Okay, can we get the actual use-case?
You can't find any examples of this because there is no need to do this. TorqueScript has multi-dimensional arrays. Why are you not just using them? What is the perceived bottleneck?
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Search found 309 matches Page 1 of 31