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Stefan Lundmark's Forum Posts

Thread Post Date Posted
TGEA unlimited terrain equal to unlimited mission size? [quote] Now it's been stated that TGEA supports maps of 512km by 512km, what is the largest known m... read more 09/03/2008 (8:07 am)
- I'm really sorry that I can't be too detailed, but hopefully someone else can or you can figure this... read more 09/02/2008 (1:28 pm)
Intrest in a GG sponsored MMOKit. What's specific for MMO's? A FPS MMO would differ enormously from your typical WoW clone, for instan... read more 08/28/2008 (12:42 pm)
A different idea for a space sim [quote] The only problem I see with an unlimited speed limit is the size of space. No doubt EVE had... read more 08/24/2008 (6:17 am)
Rendering distance? All ShapeBase objects are culled in their prepRender functions if they are more than 98% fogged. ... read more 08/24/2008 (6:06 am)
Need C++ help, coding fxBannerReplicator Hi Tony, Good to see you progress. One thing to remember is that, although fxFoliageReplicator do... read more 08/18/2008 (10:53 am)
General thoughts on a Different CrC type file transfer [quote] Logic implies, or so I think its possible, to come up with a Single value that when run th... read more 08/15/2008 (1:26 pm)
Render Terrain Normals? Yeah, there is commented code in that function, at least in TGEA, and possibly a few others. I don't... read more 08/14/2008 (2:59 am)
Render Terrain Normals? Not sure about LOD, but those normals are correct at least for the topmost mesh. You can safely unco... read more 08/14/2008 (1:09 am)
Definition of long in writeLongString What James describes is a common way to do this. Write as much as you can, and check BitStream::getS... read more 08/12/2008 (5:19 am)
Definition of long in writeLongString Sure, I'm just saying it's not scaleable if he ever wants to send more data. AFAIK TinyXML was in... read more 08/09/2008 (1:47 pm)
Why can't the control object be told to "look up/down"? Nicolai, optimizing code and design can lead to less readable code. That's the case with many areas ... read more 08/09/2008 (1:17 pm)
Definition of long in writeLongString It doesn't solve his issue with payloads being larger than the MTU, however. Binary or not.... read more 08/09/2008 (1:12 pm)
Definition of long in writeLongString That's not how it works. When you do bstream->write () you write into the current BitStream. In y... read more 08/09/2008 (10:10 am)
Definition of long in writeLongString WriteLongString () is not a BitStream function, but since it is a child of Stream you can use it. ... read more 08/08/2008 (2:00 pm)
Normal Mapped Terrains Getting normals/binormals/tangent information was trivial enough, and I'm not very well versed with ... read more 08/07/2008 (12:35 pm)
Rebuilding Torque. Incase you're desperate, remove "Browse Information" from your solution and it will work again.... read more 08/02/2008 (2:47 pm)
Adding another HealthBar type. Is it difficult? The GUI is not connected to game mechanics in that way. It wouldn't be very clean, think of a server... read more 08/01/2008 (1:45 pm)
Adding another HealthBar type. Is it difficult? Hi again Tony, Short on time, but you need to understand that a profile is merely a general descr... read more 08/01/2008 (12:15 pm)
Adding another HealthBar type. Is it difficult? Hi Tony, There's already energy bar functionallity in Torque. Just set the DisplayEnergy boolean ... read more 08/01/2008 (8:05 am)
Paint Terrain from colorpicker Not very simple. Terrain in TGE is blended, which means not only does it use images, it goes trough ... read more 08/01/2008 (2:13 am)
Planing on Torque Engine Advanced but have a few questions. Making Torque not error with missing content will be the *least* of your issues if you're heading fo... read more 07/27/2008 (12:46 pm)
Atlas Compression Test We're streaming our terrains and music from compressed containers. Haven't done any lengthy tests, b... read more 07/25/2008 (5:40 am)
Atlas Compression Test Atlas doesn't use the Resource Manager to stream so you'd have to start there with your modification... read more 07/25/2008 (3:06 am)
Memorable themes - Colorful orchestrations - Reasonable rates The Demo Reel reminds me of the music in WarCraft 2. Please repost when you got some sci-fiish mu... read more 07/23/2008 (8:10 am)
DynamicLightSecondary? They sure did! Thanks :)... read more 07/17/2008 (5:16 am)
DynamicLightSecondary? Brian, if you're still around I'd love to hear a comment about the following: Usually, in most sh... read more 07/13/2008 (5:47 am)
Differences between dedicated and nondedicated server Yeah. Or at least smooth enough not to be visible. If that's the case, try commenting out the con... read more 07/12/2008 (10:18 am)
Differences between dedicated and nondedicated server I haven't seen anything like this in our TGEA 1.03 based codebase. However, we ran into issues li... read more 07/12/2008 (8:34 am)
Space Vehicle Physics Can't be of much help. We didn't use mission borders nor did we use physics to simulate "ship twisti... read more 07/11/2008 (5:33 pm)
Space Vehicle Physics Rigid is really overkill for this sort of functionallity. We ended up taking FlyingVehicle, merging ... read more 07/11/2008 (1:37 pm)
DynamicLightSecondary? Thanks Brian, got me working in the correct direction. I got the Terrains to recognize normals no... read more 07/10/2008 (4:52 am)
Terrain Texture Sizes? You can use any texture size you want, assuming your hardware supports it.... read more 07/08/2008 (6:17 am)
Polysoup vs. DIF That won't disable collision for a DIF, only player collisions [b]against[/b] interiors.... read more 07/07/2008 (7:23 am)
Do you use Examples, or start from scratch? I always used the starter.fps example until we came up with our own.... read more 07/06/2008 (9:07 pm)
DynamicLightSecondary? Guess it was quite obvious by the name. :) I just wanted to make sure. Thanks. My issue was somet... read more 07/06/2008 (9:06 pm)
Transparent .tga texture The Targa file specification defines that the fourth RGB channel should be opened as transparency, a... read more 07/01/2008 (1:19 pm)
SetTransform: only z rotation?! You could do that, though it would be a bit ugly. I would start from there and if the gameplay turns... read more 07/01/2008 (11:49 am)
Transparent .tga texture Photoshop does not support transparency for TGA files. They dropped that in Photoshop 7.... read more 07/01/2008 (11:23 am)
SetTransform: only z rotation?! To optimize something, you often have to make it just a little less general and actually focus on wh... read more 07/01/2008 (11:21 am)
SetTransform: only z rotation?! I've done it before, but it won't help you as these changes are less trivial than describing them in... read more 07/01/2008 (5:33 am)
Problem with terrain - game crashes I've had that happen several times in TGEA, but never managed to track it down. In our particular c... read more 07/01/2008 (4:51 am)
SetTransform: only z rotation?! [quote] Looking at the player class, Player::setTransform also has this arbitrary limitation. Would... read more 06/30/2008 (4:15 pm)
Bitstream Assistance please Hi Ron, Your description is very vague so it's difficult to help you. Specifically: [quote] a... read more 06/30/2008 (2:19 am)
Diablo 3 Thoughts [quote] Sound When you have that many objects banging around and that many monsters taking damage,... read more 06/29/2008 (3:35 am)
Texture Handling [quote] True I suppose... but Square is still sort-of recommended for most game engines, in any for... read more 06/28/2008 (3:22 am)
Texture Handling Whaaaat? Non-square textures doesn't have to be non-Pow2. For instance, 512x256. Besides, try fit... read more 06/27/2008 (2:21 pm)
Texture Handling [quote] TGEA does support compressed .DDS textures which can greatly reduce your memory footprint. ... read more 06/27/2008 (1:03 pm)
Severe performance issues - DIF vs. DTS - shadows? There's a tool integrated into Torque which is called the Profiler. You can enable it and it will wa... read more 06/26/2008 (11:23 am)
Severe performance issues - DIF vs. DTS - shadows? That sure looks fishy. Not sure what's going on, can you try to profile it?... read more 06/26/2008 (10:15 am)