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A master server using Haskell and Scotty Last updated 28 Nov 2014 01:14 by buckmaster
This tutorial will guide you through the process of setting up an HTTP master server for your game. The server will be programmed in Haskell, using the Scotty web server library. The code is available in the a GitHub repository.
incomplete networking tutorial

Master servers Last updated 08 Nov 2014 00:11 by buckmaster
Imagine you want to make a multiplayer game. When your player starts up the game, they should be able to see a list of all other games running at the moment, choose one, and connect to it. But how should we get this list of current games? The internet is a huge place, with billions of devices connected to it, using trillions of possible addresses - we can't just query every one of them to see if they're running a copy of our game!

Collision system overview Last updated 07 Nov 2014 22:51 by buckmaster
Implementing a robust, flexible collision system that can meet the needs of both rendering, gameplay, and physics code in realtime is a difficult task. Torque provides a flexible scene database that can fulfill a variety of collision queries, including ray casts/line of sight queries, requests for polylists, and requests for convex hulls. It first checks against a bin system, then performs query-specific processing against the results to determine the final output.
c++ reference tge

Per-project source modifications Last updated 16 Oct 2014 05:52 by buckmaster
Inspired by Philip Gregory's resource: "A resource for musicians" I decided to make a simple tutorial for maintaining the engine code base. The idea behind this is that T3D in particular shares the code base between projects. So if you modify the source code from the engine you affect every project. This may not be what you want. In my case it was not. I found this out the hard way and had to reinstall the T3D source to get the original code.
t3d tutorial

Extending the Torque3D Material System Last updated 06 Oct 2014 23:15 by LukasPJ
by Pat Wilson
c++ t3d tutorial

Assigning Per-Shape Shader Values in Torque3D Last updated 06 Oct 2014 22:29 by LukasPJ
by Pat Wilson
c++ t3d tutorial

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