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Search found 306 matches Page 1 of 31
by rlranft
Fri Aug 02, 2019 11:45 pm
Forum: Torque Game Engine
Topic: capture the screen
Replies: 9
Views: 1139
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: 2321
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: 2321
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: 17
Views: 2449
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: 17
Views: 5446
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 Much of the documentation is outdated but if you're ...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: 17
Views: 2449
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: 17
Views: 2449
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?
by rlranft
Tue Mar 12, 2019 7:51 pm
Forum: C++
Topic: Define a 2D array in C++ and passing to TS
Replies: 17
Views: 2449
Do you need it to do exactly that? Because it'd be pretty simple to create a SimGroup in your engine function, populate it, and return that. SimGroups can be indexed and iterated over in TS.

Easier still would be to just make a quick "SimGroup manager" class script-side.

What's the exact use-case?
by rlranft
Sat Jul 30, 2016 2:39 pm
Forum: Beginner
Topic: What did I collide with?
Replies: 6
Views: 3332
Excellent - now we're getting somewhere! Or, maybe nowhere, because it looks like the code that generates the callback isn't actually passing our object reference to script. Congratulations! Sounds like a bug, buddy! Perhaps wander over to the GitHub repo and log an issue?
by rlranft
Fri Jul 29, 2016 6:58 pm
Forum: Beginner
Topic: What did I collide with?
Replies: 6
Views: 3332
In vehicle.cs I used onCollision and onImpact, in these functions have tried using %col.getClassName(), %col.getType(), %col.GetName(), %col.GetTargetName(0), %col.GetInternalName() etc. but nothing works. If you don't name every rock and tree in your level how do you know the getName() methods don...
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Search found 306 matches Page 1 of 31