Search found 303 matches

Search found 303 matches Page 25 of 31
by Bloodknight
Sat Sep 24, 2016 12:39 pm
Forum: Torque 3D website feedback
Topic: "Store"
Replies: 26
Views: 20098
I think tbh the best thing to do would be to start with an asset store, modeled somewhat after opengameart but with a requirement that packs come 'torque ready' so that they become easily usable for novices. I would also recommend that in the beginning at least while the repository gains 'stock' tha...
by Bloodknight
Sat Sep 24, 2016 12:22 pm
Forum: General
Topic: where I can sell my game? here is a list
Replies: 10
Views: 5649
In the past getting through greenlight was very hard, after some time it became easier, but maybe it has changed again and it has become a little harder again, I don't know. Steam is fast becoming one of the worst and most expensive platforms, despite the never ending sales. Just because steam has ...
by Bloodknight
Sat Sep 24, 2016 11:40 am
Forum: TorqueScript
Topic: What code editor for Linux?
Replies: 7
Views: 6594
... since Torsion does not work or not work well on LInux... These terms should be mutually exclusive, it either works or not, if it works then its quality is variable. Given that torsion is now MIT, and given that it uses wx as its UI it should operate on a cross platform basis. I know its old and...
by Bloodknight
Mon Sep 05, 2016 1:13 pm
Forum: C++
Topic: GuiSpeedometerHud problems
Replies: 2
Views: 2624
the matrix functions are all inside source/math/mMatrixF.h-cpp, but a quick search for matrixF should find you some examples, as of yet i have not looked into how either GL or DX implement these, youd have to ask one of the smarter guys. As a side note, even opengl removed these functions from their...
by Bloodknight
Mon Sep 05, 2016 1:10 pm
Forum: C++
Topic: Confusing issue when moving points in the renderlist
Replies: 10
Views: 6989
Surely the player just needs to know the gravity vector, as far as i can tell this is the only difference between 'regular' terrain and spherical terrain There was somebody else working on speherical terrains a couple of years ago, tho in a much smaller scale, more like the british gas ads or that o...
by Bloodknight
Sat Sep 03, 2016 6:48 pm
Forum: Tools
Topic: Torque3D resources/products...
Replies: 31
Views: 24187
i have a folder full of all sorts of things.. a complete dump of abighole unsure of date.. a collection of single page saved web pages from the resources section, granted most of this stuff is still live and almost certainly very out of date. i have a collection somewhere of TDN pages, but i am also...
by Bloodknight
Sat Jul 30, 2016 11:23 pm
Forum: General
Topic: pngwrite.c issue
Replies: 1
Views: 1918
So, 3rd time in a week I've crashed the engine in pngwrite.c callstack of most recent: http://pastebin.com/SiBZQSbX I will endeavour to be more diligent, since the crashes while in the same file has been at 2 different points, so they are not consistent, nor to they trigger consistently since I've r...
by Bloodknight
Fri Jul 29, 2016 3:22 pm
Forum: Beginner
Topic: What did I collide with?
Replies: 6
Views: 4100
The answer is always to change the C++ code if you cannot learn how to be flexible. You need to check on the callbacks, some objects have onCollision callbacks some do not, as I recall TSStatics are pretty much geometry only, they aren't real objects, if you want to know hat your running over then y...
by Bloodknight
Thu Jul 28, 2016 1:16 am
Forum: General
Topic: Terrain resolution question...
Replies: 9
Views: 5014
You will get more fidelity at a cost, the terrain LOD operates on a division type algorithm last I looked at the parts I understood, so while it does work, its still going to be heavier on memory in some respects. That being said 1 2k height map is a 2k heightmap probably not much difference, but as...
by Bloodknight
Thu Jul 28, 2016 12:35 am
Forum: Torque 3D Development
Topic: Pull Request: New Base Template
Replies: 50
Views: 36451
disclaimer: only read the last post, i'm lazy, sue me. If you are moving files and folders around why would you move them into core rather than out of core? seems to me core is more about the engine initialization and less game related core functions maybe. Why not separate files in a way that makes...
Search found 303 matches Page 25 of 31