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Duncan Gray's Forum Posts

Thread Post Date Posted
Multiplayer games Stuff... crap.... = vocabulary challenged... read more 05/19/2007 (7:07 pm)
Multi-processor parallel programming in TGE [url=http://www.ultrabizz.com/biz/torqueDemo.1.5.2.threaded_c.exe]Here[/url] is the latest 1.5.2 [b]... read more 05/18/2007 (11:08 pm)
Multi-processor parallel programming in TGE Yeah, Jason, your server test would not show anything because updateSkin only really gets called by ... read more 05/18/2007 (7:38 pm)
Multi-processor parallel programming in TGE Thanks for the testing guys. Actually Casey, the pre-compiled binary is still 1.51 based which ... read more 05/18/2007 (7:29 pm)
Want to implement players can choose a player.cs, $50 reward You might want [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7368]this... read more 05/17/2007 (5:12 pm)
Multi-processor parallel programming in TGE [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12887]Resource here[/url... read more 05/12/2007 (11:53 pm)
Multi-processor parallel programming in TGE Yeah I'm not sure on the windows side of things. I've read a lot of complaints on the internet from... read more 05/11/2007 (4:54 pm)
Multi-processor parallel programming in TGE I'm going to post the code for this later today or tomorrow because I can't do much more to it with ... read more 05/11/2007 (2:52 pm)
Multi-processor parallel programming in TGE My email is currently not working by the look of things, I may have missed a few emails.... read more 05/11/2007 (2:09 am)
Multi-processor parallel programming in TGE @Lee, last attempt for now. I rechecked the vague data regarding the threadaffinitymask and ma... read more 05/11/2007 (1:11 am)
Multi-processor parallel programming in TGE Thanks for the offer, I can do Linux but the lag would kill me, so I'll think on this some more. ... read more 05/11/2007 (12:47 am)
Multi-processor parallel programming in TGE OK, that makes it option 2 then..... I need a dual core to figure this out ( goes out to buy lottery... read more 05/11/2007 (12:34 am)
Multi-processor parallel programming in TGE I suspect that either: (1) The system call I used to count CPU's sees the duel core as one CPU, or... read more 05/11/2007 (12:32 am)
Multi-processor parallel programming in TGE Can you check the top of your log file and see if it says it was using 2 CPU's?... read more 05/11/2007 (12:25 am)
Multi-processor parallel programming in TGE @Lee, please use the Barebones mission for fps compares. Go into 3rd person mode and use the mous... read more 05/11/2007 (12:03 am)
Multi-processor parallel programming in TGE Email sent to Pat, Ben and MB6019. The reason I'm asking for an email is just to control the down... read more 05/10/2007 (1:41 pm)
Multi-processor parallel programming in TGE Email sent to William... read more 05/10/2007 (12:56 am)
... @Joseph, are you saying its a TGE bug, not an exporter bug? How does STP handle the reflectance m... read more 05/08/2007 (9:07 pm)
Tge Id Numbers Try saving a text file for the player stating what items he has and should have again when he next s... read more 05/03/2007 (9:50 pm)
... Yeah it's 1.51, could be a TGE bug maybe. It's never simple is it? ;)... read more 05/03/2007 (8:42 pm)
... OK, I did not set my STP like you did in the above picture. I assumed that exporting it with a refl... read more 05/03/2007 (8:37 pm)
... AS you can see the Static looks OK from a distance but goes through some weirdness as the camera mov... read more 05/03/2007 (8:30 pm)
... I'm using STP that came with TGE1.5. I get this in STP [image]www.ultrabizz.com/biz/STP.jpg[/image... read more 05/03/2007 (8:27 pm)
... I just tried setting Blenders texture buttons so the environment texture's "Map Input" is set to Ref... read more 05/03/2007 (7:49 pm)
... OK that fixed the crash. I set Environment map on, set reflectance at 40% and selected my orange-... read more 05/03/2007 (7:41 pm)
... Which file?... read more 05/03/2007 (7:27 pm)
... I actually get the exporter crashing now when I push the Environment map button. Also when I try to... read more 05/03/2007 (7:14 pm)
... I did an export of my test character. All went OK, after I turned off Environment mapping, which wa... read more 05/03/2007 (6:35 pm)
Any1 who created wepons with blender plz post here Search TDN, someone wrote a tut in there for doing a weapon in Blender... read more 04/30/2007 (7:10 pm)
Vehicle collision issues I did find other problems/bugs which caused vehicles to get stuck but I made a work around because I... read more 04/30/2007 (2:36 pm)
Are programmers more generous than artists? [quote] There are a number of threads in these forums that I have offered free art [/quote] I thi... read more 04/30/2007 (1:35 pm)
Shapes vs Static Shapes Do a search through your script files to see how and where the buggy script(s) get called in starter... read more 04/29/2007 (8:25 pm)
... I'm busy with an engine mod so I won't be able to test exporting for a while, but I like the materia... read more 04/29/2007 (7:23 pm)
Finding a texture name on collision The problem you will encounter is that the materials are not loaded on the server and you will need ... read more 04/28/2007 (8:00 pm)
Are programmers more generous than artists? This is a very touchy subject. I can see Afrim's point. I have done two games so far and busy ... read more 04/27/2007 (4:30 pm)
Bug in player:findContact? WBox is a local variable and is not used again in that method so it seems the above manipulation of ... read more 04/25/2007 (10:12 pm)
Root animation Switching in Script Look in player.cc in method Player::pickActionAnimation() and you will see that the current animatio... read more 04/25/2007 (9:47 pm)
Ball Physics ODE and PhysX resources will handle such things, unless you mean you want to steer the ball like the... read more 04/25/2007 (9:33 pm)
Resizing a players bounding box Resource [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12787]here[/url... read more 04/24/2007 (10:25 pm)
ComputeBounds problem Resource [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12787]here[/url... read more 04/24/2007 (10:23 pm)
Vehicle collision issues Earlier in this post is a Rigid::ResolveCollision method posted by Akio which I used in Wheelracer w... read more 04/24/2007 (7:01 pm)
ComputeBounds problem I suspect its something simple. I mean the size of the box is now correct, it just needs a translat... read more 04/22/2007 (5:47 pm)
ComputeBounds problem I need input from one of the matrix experts. To cater for the situation where the player pose i... read more 04/21/2007 (10:50 pm)
ComputeBounds problem Although I'm still concerned about the prone position being able to crawl through a narrow doorway. ... read more 04/21/2007 (2:05 am)
Resizing a players bounding box Guys, follow [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=61071#450978]this thread... read more 04/21/2007 (1:54 am)
ComputeBounds problem Success !!, fully automatic bounds box. I'll post the full resource a bit later. [image]www.ultr... read more 04/21/2007 (1:51 am)
ComputeBounds problem Thanks Alex, that looks like the data I was missing.... read more 04/21/2007 (12:57 am)
ComputeBounds problem @Orion. It seems the easiest place to do that would be in the ::animate() method where the code run... read more 04/21/2007 (12:27 am)
ComputeBounds problem Here's a picture [image]www.ultrabizz.com/biz/boundsprob.jpg[/image]... read more 04/20/2007 (10:45 pm)
ComputeBounds problem I'm sure it would then give me a different sized bounds box. The problem seems that the compute... read more 04/20/2007 (10:36 pm)