Game Development Community

Stefan Lundmark's Forum Posts

Thread Post Date Posted
TGEA - FSAA + Glow I've found the ExtrudedPolyList to be quite stable, but maybe it's not complex enough for you. We us... read more 09/30/2009 (1:19 pm)
TGEA - FSAA + Glow TGEA is now officially (and perhaps finally) dead. The window resizing bug with glow hasn't been fix... read more 09/29/2009 (1:48 pm)
torsion vs. codeweaver I agree with Jon. Codeweaver is all good but Torsion is just a little bit sharper. Personal opinion,... read more 09/18/2009 (3:27 pm)
Synchronizing multiple StaticShape animations? If you want to play the same animations on all your shapes sharing the same TSShape then you can jus... read more 09/13/2009 (3:43 am)
encrypted resources [url=http://en.wikipedia.org/wiki/Tiny_Encryption_Algorithm]Here's TEA on Wikipedia.[/url] It's r... read more 09/10/2009 (12:24 pm)
encrypted resources What I've read is that the complexity to crack TEA is linear, unlike RSA. That's why it's trivial. A... read more 09/09/2009 (2:25 am)
encrypted resources It's still trivial to bruteforce, no matter the key. If you do it in different passes it's slightly ... read more 09/08/2009 (6:48 pm)
Zip files - What am I doing wrong? I got it into the new resource manager. It wasn't that much of a hassle, just look at ZipArchive.cpp... read more 09/07/2009 (3:44 am)
Bug? Player::unpackUpdate reading into mHead Any optimization in this case is best done later. Like Scott said, it could very well be non-zero mo... read more 09/03/2009 (8:35 pm)
Bug? Player::unpackUpdate reading into mHead Well with write () you're writing the full 32 bits so it's understandable that it gives you better r... read more 09/03/2009 (5:44 pm)
$70 000 To get your game on XBox? [quote] Now when you say game idea. Is that different from a finished game? [/quote] I have no ... read more 08/31/2009 (5:46 pm)
Other options to PhysX? The fact that you're forcing the user to download another distribution set only to play your game pu... read more 08/30/2009 (6:00 pm)
$70 000 To get your game on XBox? Surprise, reviewing game ideas costs money and unless you got a proven record or people are already ... read more 08/30/2009 (5:54 pm)
Open collision meshes? A convex mesh can't be "open" but it depends on what you mean with that. Just use multipl... read more 08/21/2009 (10:49 pm)
Projectiles Not Rendering At Close Range Client-side creation of projectiles is the best solution, but it depends on how accurate you want yo... read more 08/21/2009 (7:23 pm)
Getting close to asking for a FULL refund! >:-| [quote] You know, it's the small things that really anger me. The fact that I buy something and its... read more 07/22/2009 (6:11 pm)
TGEA 1.8.1: DXT1 and Uncompressed DDS's are broken. Oh and, here's the assert: [quote] Ohnoes! [/quote] Triggered by: [code] AssertFatal(... read more 07/20/2009 (7:02 pm)
TGEA 1.7.1 - DDS images that are non-pow2 render incorrectly. Thanks. So the getSurface method is correct? Cool!... read more 07/16/2009 (11:31 am)
TGEA 1.7.1 - DDS images that are non-pow2 render incorrectly. Sigh. I'm sure it was reported to be fixed before but since it wasn't, here goes: GFXTextureManag... read more 07/15/2009 (11:18 pm)
ZipArchive tests fail. [quote] 'TempAlloc<T>' : no appropriate default constructor available [/quote] This is wh... read more 07/12/2009 (12:50 am)
ZipArchive tests fail. This is confusing. osGetTemporaryDirectory () is where the buffer overrun seems to happen. Becaus... read more 07/11/2009 (6:37 pm)
Animated Projectiles with Bones There's no fix, because it's not a bug. You don't usually animate projectiles with bones as it's exp... read more 07/07/2009 (10:44 pm)
What's the latest word on terrain performance? A unique Atlas terrain is your best shot for performance. The clipmapper can really strain not-so-re... read more 07/07/2009 (10:11 am)
WheeledVehicle: Better wheel collision detection? If you're still in need of this, send me an email and we'll figure it out. You can find it in my pro... read more 06/23/2009 (10:58 pm)
Using C++ instead of TorqueScript Seperate thread as in [b]forum[/b] thread or CPU core-thread? I suppose forum thread. Just ask aw... read more 06/20/2009 (11:46 am)
Network monkey assistance needed - apply within Hehe, no problem. It's refreshing to see some questions about the Torque networking, and it's an int... read more 06/16/2009 (11:27 pm)
Network monkey assistance needed - apply within That's definatly too much, but I'm sure you know that already. Since you're dealing with ghosts h... read more 06/16/2009 (6:14 pm)
Network monkey assistance needed - apply within [quote] Though I *am* interested in why we spend so much time in TSMesh::SkinMesh [/quote] The ... read more 06/15/2009 (10:01 pm)
DataBlocks, Explained! Nice, but there are two errors. [quote] -It should also be mentioned that datablocks are only se... read more 06/13/2009 (5:59 pm)
"Support 1000+ players per server" You'll find that when 500 clients actually do typical things like running or shooting, it just won't... read more 06/10/2009 (9:57 pm)
Slow Performance with Trees and Swap Buffer Let us know what you find out! Good luck.... read more 06/09/2009 (8:43 pm)
Slow Performance with Trees and Swap Buffer Like in the other thread, NVPerfHUD would be able to tell you what's going on. You have to forget ab... read more 06/09/2009 (12:48 pm)
Strange Polycount Issue, Showtools VS Torque Two lights can be merged to one with some clever shading, but it's not always like that. What's t... read more 06/09/2009 (12:44 pm)
Strange Polycount Issue, Showtools VS Torque (No offence to Picasso, but that's not how it works. The geometry isn't duplicated, so it'll still b... read more 06/09/2009 (8:13 am)
Texture leak on exit Thank you! Edit: Nvm the edit. Thanks again!... read more 06/08/2009 (12:26 pm)
AIClient crashes app Hi Andrea, I'm pretty sure AIClient isn't supported and is just left in there to be useful for le... read more 06/08/2009 (12:20 pm)
Texture leak on exit It's because you're running a debug build, which is more verbose than a release build. I've seen thi... read more 06/07/2009 (9:20 pm)
Texture leak on exit What's the exception, or what does the assertion message say? Looks like it's just a texture leak... read more 06/07/2009 (4:20 pm)
Zip files - What am I doing wrong? Ye, that's not exactly what I wanted to discuss.. I don't think it would have an impact on the nu... read more 05/31/2009 (1:53 pm)
Zip files - What am I doing wrong? Any progress? Has been saying "We're working on it" for a while now. Alex, if there's a s... read more 05/30/2009 (8:13 pm)
Can a simple quad be a polysoup enabled object? They should work just fine as long as it's not a convex hull. The geometry shouldn't have to be encl... read more 05/24/2009 (7:42 pm)
Tips for improving performance In the end, your slowdown could be anything. I think it sounds like you're CPU bound (but it obvious... read more 05/23/2009 (7:41 am)
Tempted by Torque 3D, but don't want to be burned again. [quote]I don't think there is much of tge left aside from torque script.[/quote] What? Use a diff... read more 05/16/2009 (3:40 pm)
Tempted by Torque 3D, but don't want to be burned again. You echo my thoughts exactly. However, I don't mind waiting (and buying T3D for $800, instead of ... read more 05/15/2009 (6:07 pm)
SFX Bug: Modifying pitch requires restarting the source. I always test with stock vehicles, or else there's really no point in reporting anything. Unfortunat... read more 05/15/2009 (11:55 am)
Some help for outlining an object Not saying you're wrong, but it works on our end - that's characters included. YMMV.... read more 05/14/2009 (6:51 pm)
Some help for outlining an object Draw the shape a second time (this is simply doing a second ShapeInstance::render () call in ShapeBa... read more 05/13/2009 (10:06 pm)
3D Studio exportor guide [quote] You can make a dts with several meshes all set to different LODs BUT this can become tricky... read more 05/13/2009 (8:17 pm)
Full Screen Shader in 1.8.1 There's nothing magic with a full-screen shader, it's just a screen aligned quad much like any GUI, ... read more 05/08/2009 (9:15 pm)
[TGEA] Wanted: RenderInstance manager which does Shader Instancing. Hardware instancing too eh? That's pretty nice and should be slightly faster. Thanks for describing ... read more 05/08/2009 (1:17 pm)
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