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Jan 06 TDN Update

by Kyle Carter · 01/07/2006 (1:17 am) · 14 comments

Howdy!

static.flickr.com/31/59812637_dcbd26308c_t.jpg I've just finished some regularly unscheduled TDN maintenance, updating the database and site code significantly. TDN was down for a total of of 27 minutes. :)

Lots of polish and nice new features. The login should be more robust, although if you encounter any problems I definitely want to hear about it. Just drop me a note at this forum thread. Parsing is more robust and faster, and a lot of interface and stability improvements have come from the fine team that works on MediaWiki. (If you're keeping track, we've just made the jump from MW 1.4.9 to MW 1.5.5.)

This update also presages further work on TDN. I'm working on rolling out Elixir with Tom Bampton very soon, and will also be pumping a bunch of new features into the wiki side of TDN - ways to browse and manage content that will make it much easier for us make sure TDN is a useful place for everyone. I'll talk more about those when I get them written. ;)

If you haven't already, this is also an excellent time to subscribe to the TDN forums! Just go here, and check the box next to "Torque Developer Network" near the bottom of the list, and you'll start seeing the TDN forums in your unread posts.

I hope everyone had a good Christmas and New Year's! static.flickr.com/37/80585404_3c17a8de5d_m.jpg
Over the break, besides slacking off, working on getting through some video games (Rebel Star: Tactical Command, Metroid Fusion, both my first time playing, and Psychonauts, for the second time), and generally being festive, I refactored the Torque profiler. It's now a TON cleaner, codewise, to read, as well as being all smooth and polished. The profiler update also supports multiple threads, so those of you working on multithreaded apps in Torque now have a powerful tool for analyzing your code's performance. This also lays the groundwork for some more interesting enhancements... But more on those in a later .plan. ;)

I'm also continuing to plonk away on Atlas, getting runtime texture blending implemented (with no seams, which is the harder part ;), and in-game editors online. The next revision is going to be faster, better, and generally more awesome.

At the office, we're spending these first few weeks doing post-mortems on our projects, and planning the new year. We'll be pretty busy with those activities for a bit, but I think once we've gotten our heads all in order you'll be seeing a lot of renewed effort on our biggest projects! (This is also a subtle way of letting you know that we might be a bit slow on the response until we've gotten this planning done, so be patient if you've sent us mail. :)

On the subject of Atlas, I'll leave you with a shot of an arch that our very own Adam deGrandis made in 3d Studio Max. This isn't your dad's terrain engine. ;)

static.flickr.com/34/71678519_f08a01e293.jpg

#1
01/07/2006 (1:40 am)
I can't login or register ... each time I got :

"Warning: getskin(/home/httpd/vhosts/tdn.garagegames.com/httpdocs/wiki/skins/Standard.php): failed to open stream: No such file or directory in /home/httpd/vhosts/tdn.garagegames.com/httpdocs/wiki/includes/User.php on line 1240

Fatal error: getskin(): Failed opening required '/home/httpd/vhosts/tdn.garagegames.com/httpdocs/wiki/skins/Standard.php' (include_path='.:/home/httpd/vhosts/tdn.garagegames.com/httpdocs/wiki:/home/httpd/vhosts/tdn.garagegames.com/httpdocs/wiki/includes:/home/httpd/vhosts/tdn.garagegames.com/httpdocs/wiki/languages') in /home/httpd/vhosts/tdn.garagegames.com/httpdocs/wiki/includes/User.php on line 1240"
#2
01/07/2006 (2:04 am)
That's awesome! The new terrain engine is nice ;)
#3
01/07/2006 (2:08 am)
Hey Canon,

I've just implemented some fixes. Please give it a try now.

Thanks for sticking with this! :)

Ben
#4
01/07/2006 (2:08 am)
(Also - please, post bug reports in the TDN thread, as it's easier to track than this .plan - general discussion is welcome to stay here, though. :)
#5
01/07/2006 (3:54 am)
Is that arch part of the terrain or just a DTS shape?
#6
01/07/2006 (8:36 am)
Keep up the good work Ben. The pic is a true teaser, like usual.
#7
01/07/2006 (8:41 am)
How did you guys get the overhang using Atlas? Is the version of Atlas that you can do this with available to Early Adopters right now?
#8
01/07/2006 (8:56 am)
I am loving the 'rustic' beard look Ben.
#9
01/07/2006 (9:50 am)
Ben,
This stuff looks great! I was thinking about TDN alot recently, and because it's something where the torque develoeprs can contribute at any time, it might be good to release a clear view as to the changes that are coming up, this is to prevent people, like myself, contributing work that might not fit in and then having to rework things, I'm thinking specifically about images and style of the articles, etc...

Also is it normal we can't upload ZIP files or anything of that sort into TDN? It would be great if we could provide the files as exmaples.

Keep up and wicked work!

Toby.
#10
01/07/2006 (11:59 am)
Just to clarify, the tunnel in atlas is a proof of concept. Zero time went in to making it pretty.

My ego commanded me to write that. :)

edit: also, Ben, that picture of you is terrifying. FYI, pal.
#11
01/07/2006 (5:41 pm)
Hey Toby,

Just fixed & tested the zip uploads. Logins might be a little less cookie-broken now, too. Give it a try. :)

@Atlas folk:

Yes, that arch was made by bringing part of an Atlas terrain into Max and manipulating it. The runtime in the current TSE supports the modified geometry, but the editing part is still getting written and debugged. :)

Adam made it in about ten minutes, using an unfamiliar edit mode, so be kind to him. ;)
#12
01/08/2006 (9:24 pm)
Hum.. Utah .. :)

Code name Utah.. :)
#13
01/09/2006 (4:42 pm)
Ben,

Nice! I can login now!

Thank you

Christophe
#14
10/22/2007 (8:45 am)
@Ben Garney


Hi, i'v been trying to workout how you imported the atlas file in to 3d studio max and back out to get overhang, can i pull your arm to tell me how? Thanks for your time.