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Posts posted by saindd
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In short terms: how can we make the model look less crappy when walking/running and shooting at the same time? :mrgreen:
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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.
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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 interested in having explosions that affect the environment.
Also, would it be possible to have a weapon that creates structures, like the polygon editor?
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Is Torsion worth the money? Is it still supported? Is there a better alternative for T3D programming, with support for debugging?
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Is it possible to dump TorqueScript entirely and write gamecode in C++?
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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.

Culling mask for weapons
in Rendering
Posted
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?