Game Development Community

Stefan Lundmark's Forum Posts

Thread Post Date Posted
Code Assistance Please That's alot of code right there and I don't have time to read it trough. * Does this happen on al... read more 09/25/2008 (5:42 am)
Screen Space Ambient Occlusion Aye, I'm aware how to sample it, I just can't figure out how to actually get the depth data from the... read more 09/24/2008 (5:06 pm)
Screen Space Ambient Occlusion Lorne, Getting terrain depth into all this wasn't as trivial as I had hoped. Doesn't seem like Te... read more 09/24/2008 (3:54 pm)
Changing areas (not missions) In AO you pretty much do what you would in TGE, yeah. They got static data (like DataBlocks) loaded ... read more 09/23/2008 (7:00 pm)
Changing areas (not missions) I can't speak for all games, but in AO, NWN and EQ you really switch between server instances. An... read more 09/23/2008 (4:41 pm)
Screen Space Ambient Occlusion Lorne, I still haven't had the time to test this pack out yet, but I want to point out that I apprec... read more 09/23/2008 (3:24 pm)
Screen Space Ambient Occlusion Sure Erik, but you're still missing out on shadows (ie, the baked ones on DIF's), right?... read more 09/23/2008 (12:32 pm)
Atlas Terrain : Removing faces [quote] With atlas, is this functionality completely gone? [/quote] Depends how you ask it. It'... read more 09/22/2008 (6:38 am)
Water issues and questions [quote] If your using TGEA you can just export a simple DTS plain with the right shape and give it ... read more 09/20/2008 (4:50 am)
IRC Hour Discussion Thread Exciting stuff!... read more 09/19/2008 (4:38 pm)
BackBuffer Refraction (moved) I can't believe I missed this, Luigi! Thanks a lot for sharing, I'll try this out as soon as poss... read more 09/19/2008 (12:57 pm)
Some materials questions. Could be a MS3D specific issue. We did our planets this way and never bothered with SORT. However, ... read more 09/18/2008 (2:25 am)
Paypal.Support == No? That might be it. I just know I personally never pay the fee directly. I don't think anyone sees yo... read more 09/17/2008 (11:42 am)
Paypal.Support == No? [quote] The paypal fees shouldn't be an issue as they are only slightly higher than CC transaction ... read more 09/17/2008 (9:52 am)
Screen Space Ambient Occlusion Thanks again. I grabbed the pack.... read more 09/16/2008 (8:38 am)
Compile Mission files [quote] How do any of you protect the missions when you send out a game? [/quote] Most of us do... read more 09/16/2008 (8:07 am)
Torque ok for RPG's or something else? [quote] @Trenton - You really should know who you are talking to before making a post like that. [... read more 09/15/2008 (2:22 pm)
Screen Space Ambient Occlusion Hehe, good description. Just one final question, how come lower-poly geometry gets accented when you... read more 09/15/2008 (10:14 am)
Screen Space Ambient Occlusion I don't really need what SSAO offers, but I'm very interested in how to properly gather a depth map ... read more 09/15/2008 (8:25 am)
TGEA 1.7.1 Bug: resizing window with joystickenabled causes hang Callstack trace? I'm interested, shouldn't be too difficult to nail.... read more 09/14/2008 (1:02 pm)
Material Transfer? Materials were once network aware, back in the MS1-3 days. For good reasons, this was removed. Yo... read more 09/13/2008 (2:55 am)
GuiChunkedBitmapCtrl vs guiBitmapCtrl AFAIK you want to avoid swapping textures if you can stuff them all into one large bitmap. Hence why... read more 09/12/2008 (6:21 pm)
Screen Space Ambient Occlusion [url=http://tdn.garagegames.com/wiki/Torque/LightingSystem/Ambient_Occlusion]This TDN article[/url] ... read more 09/11/2008 (3:35 am)
Why isn't any big company using torque? Do your research before putting out statements like this, IMO. :) Not that it matters a lot, but you... read more 09/10/2008 (10:08 am)
Collision detection inside box It's not clear what you're talking about. Looks to me like you're talking about a rectangle, and ... read more 09/10/2008 (6:54 am)
Setting Player::mRot.z Have you tried changing sMinWarpTicks to something higher than 0.5?... read more 09/08/2008 (11:52 am)
Anyone running > 1.7 with SoundBlaster XFi-cards? [quote] I get this error in City of Heroes on occasion with an X-Fi soundcard, so it does pop up in... read more 09/07/2008 (3:51 pm)
Anyone running > 1.7 with SoundBlaster XFi-cards? I haven't! I'll check that out, thanks!... read more 09/06/2008 (3:50 pm)
Anyone running > 1.7 with SoundBlaster XFi-cards? Agreed, just talking out loud here. For individual developers it might be worth it, but I can see ho... read more 09/06/2008 (3:06 pm)
Anyone running > 1.7 with SoundBlaster XFi-cards? Okay, I found a workaround. If you head into your XFi Control Panel and change from [b]Gamer Mode... read more 09/06/2008 (1:06 pm)
- That's a good example to follow if you [b]don't[/b] want predicted* control object moves, which was ... read more 09/04/2008 (3:00 am)
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)