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by saindd
Thu Apr 16, 2015 1:52 am
Forum: Beginner
Topic: Running two instances of the engine: terrible performance
Replies: 5
Views: 3623
I have tried with Unity, since it's what i have here, and it worked well. I tried with open-source engines, like Sauerbraten and Darkplaces, and it also worked OK. I'm on Windows, btw.

But, as you guys said, the problem is only on the unfocused window in T3D.
by saindd
Thu Apr 16, 2015 1:51 am
Forum: C++
Topic: Bullet integration
Replies: 11
Views: 7825
So where the engine applies Bullet? Character controllers only? Is Bullet or PhysX even supported in networking?

Regarding vehicles... they use some kind of custom physics code? Is it possible to replace the vehicles with bullet vehicles? How hard would that be? Is the code highly coupled?
by saindd
Wed Apr 15, 2015 5:38 am
Forum: C++
Topic: Bullet integration
Replies: 11
Views: 7825
Is Bullet the default physics engine? Or is it PhysX? Do the vehicles use the Bullet code for vehicles or a custom one? How can we compile the engine with Bullet support?
by saindd
Wed Apr 15, 2015 5:35 am
Forum: Rendering
Topic: Culling mask for weapons
Replies: 8
Views: 5546
I have noticed that Torque uses quite a different approach when the weapon is near a wall. The weapon "collides" with the wall and is pushed back. While this is a nice approach, is it possible to use the traditional culling mask?
by saindd
Wed Apr 15, 2015 5:34 am
Forum: Rendering
Topic: Animation blending
Replies: 0
Views: 2254
In short terms: how can we make the model look less crappy when walking/running and shooting at the same time? :mrgreen:
by saindd
Wed Apr 15, 2015 5:32 am
Forum: Beginner
Topic: Running two instances of the engine: terrible performance
Replies: 5
Views: 3623
I just started two instances of my game, one in the first monitor and another on the second, both running windowed. I did this to test some networking code, but the performance was terrible. Is this normal? I have a pretty powerful machine: i7 3.4ghz, 8GB RAM, GTX 660.
by saindd
Wed Apr 15, 2015 5:30 am
Forum: C++
Topic: Modifying terrain during gameplay
Replies: 8
Views: 5581
The editors all run in-game... they don't seem to be a separate application or have any kind of baking/processing code. So, in theory, it's possible to create a weapon (or vehicle, or anything else for that matter) that can modify the terrain during gameplay, right? I'm asking this because i'm inter...
by saindd
Wed Apr 15, 2015 5:28 am
Forum: Beginner
Topic: Torsion worth it?
Replies: 14
Views: 10295
Is Torsion worth the money? Is it still supported? Is there a better alternative for T3D programming, with support for debugging?
by saindd
Wed Apr 15, 2015 5:25 am
Forum: C++
Topic: Write gamecode in c++?
Replies: 2
Views: 2423
Is it possible to dump TorqueScript entirely and write gamecode in C++?
by saindd
Wed Apr 15, 2015 5:23 am
Forum: C++
Topic: Replacing TorqueScript
Replies: 14
Views: 9854
How decoupled is TorqueScript from the engine itself? Is it just communicating via a common API, like a normal language binding, or is it more complicated? I was interested in dumping TorqueScript in favor of Lua.
Search found 220 matches Page 22 of 22