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) |