Game Development Community

Sander Van Rossen's Forum Posts

Thread Post Date Posted
Better waves for water? Well to be precise, it *is* possible to do water calculations on your GPU (but it wouldn't work on l... read more 12/12/2003 (12:10 am)
Map2dif Error > now i get a new error lol aint life a bitch sometimes (pardon my french)... read more 12/11/2003 (5:22 am)
Better waves for water? Simulating water has very little to nothing to do with your rendering api (opengl/dx9)... read more 12/11/2003 (5:21 am)
Map2dif Error Well i had the error before, and i scaled my map 2x and the error disappeared probably some floatin... read more 12/10/2003 (3:09 am)
Black Isle Studios, RIP First looking glass.. now BIS ... read more 12/09/2003 (6:28 am)
Destructable Terrain It should be possible (it's possible in the editor isn't it), altough you'll have to realize that al... read more 12/09/2003 (1:28 am)
Map2dif Error You could try to scale your level 2x and when you place the interior into torque, scale it by 0.5... read more 12/09/2003 (1:25 am)
ConsoleObject & seperating the terrain/interior from scenelighti Alright, i made a minifactory and everything works like a charm. I've submitted all this as a patch... read more 12/08/2003 (2:08 am)
ConsoleObject & seperating the terrain/interior from scenelighti Damn, i was afraid of that.. the reason why i use ConsoleObject is that i can simply create the pro... read more 12/05/2003 (5:19 am)
The OverKill Engine Btw. are you using mip maps in your engine? Judging from your screenshots you're not.. Should impr... read more 09/17/2003 (2:16 am)
Interior MipMaps? Maybe it has something to do with the 'small' textures which i noticed before.. it seems every text... read more 08/08/2003 (1:11 am)
Graveyard of dead projects Better put some sort of resource rating system in there too, otherwise you'll have to sift trough 99... read more 05/18/2003 (7:19 am)
the orientation of the future engines Good point, there will also be a lot of development in non-photo realistic rendering. As for surrea... read more 05/12/2003 (4:41 am)
the orientation of the future engines The future will be more like it is today, polygons are send in batches to the GPU. Which means that... read more 05/11/2003 (11:41 am)
.map format each line there, like for example: ( -576 -384 512 ) ( -576 448 512 ) ( 640 448 512 ) BRT [ 1 0 0 0... read more 05/05/2003 (6:27 am)
Back Story! imho story provides context to a game, it tells you the *why* this is important, because it gives a... read more 04/29/2003 (1:21 am)
TextureManagers' small textures; what's up with those? well that effect is always present in some degree or another (on sharply angled polygons at least), ... read more 04/22/2003 (4:59 am)
Why CSG? Well keep in mind that there are more things to 'levels' then just rendering, there are also things ... read more 04/16/2003 (3:30 am)
parent typedef's missing cool, thanks... read more 04/15/2003 (3:56 am)
parent typedef's missing Hmm, i tought this was the way to submit patches; I guess not I read how to submit patches, it seem... read more 04/15/2003 (3:04 am)
Torque Visual studio 7.1 compatibility I don't know, i've never compiled it with vc6..... read more 04/15/2003 (2:01 am)
Torque Visual studio 7.1 compatibility Yesterday i didn't have time to write them all down in the post coz i had to run to catch a train he... read more 04/15/2003 (12:00 am)
Torque Visual studio 7.1 compatibility well maybe they're not supposed to be used by the children.. but they are.. check out: engine\ga... read more 04/14/2003 (7:01 am)
AVI/MPG support in torque Hmm... just read that divx is illegal in the usa and japan.. apparently you need to pay a fee to mp... read more 04/14/2003 (4:15 am)
OpenGL questions... I have no experience with texture coordinate biases but maybe you could try using the texture matri... read more 04/09/2003 (2:40 am)
Torque: the next generation Nathan: grow up. if you don't like what i've got to say, just don't read the damn post. Eric Ri... read more 03/30/2003 (10:58 pm)
Torque: the next generation Nathan: [quote]1) Torque is no where close to outdated.[/quote] Altough the differences between ... read more 03/30/2003 (4:41 am)
AVI/MPG support in torque Just for the record, i believe it is, but is divx a royality free movie format? oh, and thanks :)... read more 03/26/2003 (12:24 am)
Torque: the next generation Melv: i'm not annoyed that refactoring is taking place, i'm actually quite pleased about that. it's... read more 03/24/2003 (6:26 am)
TGE 2.0 feature wishlist My wishlist would be.. 1. rendering code seperated and abstracted, making it more platform indepe... read more 03/11/2003 (12:26 am)
Occluders well exactly, if you have a lot of buildings packed together occluders help a lot LOD helps a lot t... read more 02/13/2003 (12:42 am)
Occluders no i'm refering to an interior standing on the terrain occluding another interior standing on the te... read more 02/12/2003 (1:44 am)
portals and terrain well i don't know about those problems, i haven't seen those.. but i've actually managed to solve... read more 02/10/2003 (2:56 am)
Terrain lighting mirrored sorry, i merely ment that i'm quite sure that the vector isn't below the terrain. I messed around w... read more 02/09/2003 (8:59 am)
Terrain lighting mirrored I am well aware that the direction vector is used for the lighting I was refering to the x & y elem... read more 02/07/2003 (4:08 am)
Terrain lighting mirrored I've messed around with the values.. and it -seems- to happen when y > x or -y < -x weird huh? ... read more 02/06/2003 (12:19 am)
Terrain lighting mirrored no, the sun doesn't use it's position to calculate the lighting (and even then it's position is abov... read more 02/05/2003 (2:49 am)
Terrain lighting mirrored i don't have two suns, so that's not the problem as a sanity check i removed my only sun to see wha... read more 02/05/2003 (1:12 am)