Pat Wilson's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Has anyone implemented melee? | Well part of the frustration is also that "melee" is many things to many people, and it's ... read more | 11/19/2009 (11:16 am) |
| Recomended poly count for T3D | There's also skinning and sub-meshes to consider. You could make a model with 5000 polygons render h... read more | 11/19/2009 (1:07 am) |
| %client.playerName problem | Right. So in the example you posted: [code] messageAll('MsgClientClassChosen','\c2%1(%2) is goi... read more | 11/19/2009 (12:05 am) |
| Has anyone implemented melee? | I am always slightly confused when people mention melee not being supported. It makes me slightly fr... read more | 11/18/2009 (11:26 pm) |
| %client.playerName problem | You will want to do: [code] echo(getTaggedString(%client.playerName) @ " has chosen his class... read more | 11/18/2009 (10:29 pm) |
| Mac OS X support — what's happening? | Nicolas did you read his reply? Until Apple actually puts some effort into their OpenGL drivers, and... read more | 11/16/2009 (11:17 pm) |
| Trilight lighting model | Bryan, check out the pre pass render bin. It already applies stencil masks for opacity, and lightm... read more | 11/16/2009 (8:54 pm) |
| Unreal Dev Kit free for non-commercial use. | The EULA offered by the UDK is pretty much what you would have heard if you had called them up. Unre... read more | 11/07/2009 (8:14 pm) |
| Unreal Dev Kit free for non-commercial use. | [quote] And, I believe that in all but the very most successful of games, 25% would be less than th... read more | 11/07/2009 (7:10 pm) |
| T3D with Windows 7? | I am developing on Win7 x64. Works great for me.... read more | 11/04/2009 (9:47 am) |
| Directx 11 tessellation | Brandon, bump maps are also commonly known as normal maps (they actually mean slightly different thi... read more | 11/03/2009 (11:28 pm) |
| Windows 7 - Compatibility | I'm developing on W7-64, no problems at all :)... read more | 11/01/2009 (9:01 am) |
| Development: Profile Editor for MeshRoad | This is great stuff! Way to dig in to the guts of the MeshRoad code.... read more | 11/01/2009 (7:57 am) |
| Unearthly Challenge 2009 Entries | The polycount of the model is the poly count that should be used to sum up to 250,000 polygons. That... read more | 10/31/2009 (7:08 pm) |
| Stencil buffer for blocking out pixels | I am not entirely sure what the issue is, a screenshot would help, but I will give you some stencil ... read more | 10/31/2009 (7:02 pm) |
| Torque3D and Unity's New Pricing | [quote] As it seems that nobody bothered to check, you CAN get a source code license for Unity and ... read more | 10/30/2009 (6:32 pm) |
| Torque3D and Unity's New Pricing | I don't see how this really changes things. Torque is, has been, and will continue to be the best te... read more | 10/29/2009 (9:13 am) |
| Windows7 crash of death | On Win7 here, no problems.... read more | 10/28/2009 (10:36 pm) |
| DirectX 10 support | [url]http://support.microsoft.com/kb/971644[/url] Speak of the devil: D3D11 for Vista.... read more | 10/28/2009 (5:24 am) |
| DirectX 10 support | DX11 also works on DX9 cards, all the way back to Shader Model 2.0. DX11 or bust ;)... read more | 10/27/2009 (8:57 pm) |
| Official Torque 3D Documentation Feedback | I would like to cast my vote for CHM also.... read more | 10/27/2009 (3:26 am) |
| Physx T3D licensing free? | You are correct, Marc. The core of Bullet does not use GPU stuff (this is not necessarily a bad thin... read more | 10/27/2009 (3:18 am) |
| CPU Usage thru the roof (Single core) | One small thing. T3D uses pre-pass deferred lighting so it only stores 2 deferred buffers. Normal/De... read more | 10/26/2009 (8:26 pm) |
| [T3D version <= 1.0.1] T3D SSE skinning bug | Found it. Again, huge thanks to Fydor for finding this, and sending me the source art. It will be in... read more | 10/26/2009 (12:07 am) |
| Support for subsurface scatteriing | See this thread [url]http://www.garagegames.com/community/forums/viewthread/95147[/url]... read more | 10/25/2009 (7:48 pm) |
| [T3D version <= 1.0.1] T3D SSE skinning bug | Can you send the model to pat at gameclay.com? I poked around at this yesterday evening. The SSE is ... read more | 10/24/2009 (7:51 pm) |
| [T3D version <= 1.0.1] T3D SSE skinning bug | Wow, great find. It looks like something is going wrong in the normals, let me take a look at that c... read more | 10/24/2009 (2:05 am) |
| 15km x 15km Terrain | You can create multiple terrain blocks, and that is what you want to do. ... read more | 10/24/2009 (1:51 am) |
| Move from Version 1.0 to 1.01... | [url=http://www.scootersoftware.com/moreinfo.php]Merge Tools[/url]. They are a developers best frien... read more | 10/23/2009 (9:43 pm) |
| Advanced Lighting Inconsistent lights | The normals are stored in view-space. This is what accounts for the normals changing as you turn. Th... read more | 10/21/2009 (7:31 pm) |
| CPU Usage thru the roof (Single core) | Scott you need to break this down per-CPU, on an 8-core system. That is 100% of a core. [code] w... read more | 10/19/2009 (10:20 pm) |
| CPU Usage thru the roof (Single core) | Basic/Advanced lighting don't matter. A game engine, in focus, is always going to run at 99-100% CPU... read more | 10/19/2009 (9:24 pm) |
| Poly Limits within Torque | I'm not aware of any AL bugs preventing use, but best of luck with your polycounting.... read more | 10/18/2009 (7:37 pm) |
| Poly Limits within Torque | Well what they really need is the polycount of the art, probably from the modeling tool. A 250k limi... read more | 10/18/2009 (7:39 am) |
| Poly Limits within Torque | Err...no that still isn't really going to help, the projected shadows will re-draw geometry also. Yo... read more | 10/18/2009 (1:33 am) |
| Poly Limits within Torque | Metrics GFX is how many polys are drawn, but I strongly suspect that the limit on the Unearthly cont... read more | 10/18/2009 (12:06 am) |
| What games can be made with Torque 3D? | Torque is fantastic for RPG games. One of the earliest games on Torque was Minions of Mirth, an ... read more | 10/16/2009 (4:17 am) |
| Basic Lighting Quality vs. TGE | I would also encourage you to do performance testing, on the same hardware, between TGEA + Deferred ... read more | 10/15/2009 (6:52 am) |
| some questions from our students | In answer to number 4: In Torque3D you can not create textures which are larger than the video card ... read more | 10/15/2009 (2:40 am) |
| Flash in Torque3D | Ah yeah that much is very true, but you can't beat the license.... read more | 10/13/2009 (9:55 pm) |
| Skin shader will be in torque 3d? | It's not included in the official features because it's more of a starting place for skin effects, t... read more | 10/13/2009 (9:54 pm) |
| Skin shader will be in torque 3d? | Use the Torque3D materials. There are some specalized material parameters you may want to take a loo... read more | 10/13/2009 (8:59 pm) |
| Flash in Torque3D | ... Yeah lots of people have used GameSWF. It drives Scaleform GFX.... read more | 10/13/2009 (8:34 pm) |
| Torque3d porting options | It will not support DirectX11 any time soon.... read more | 10/13/2009 (2:54 am) |
| Flash in Torque3D | I would check out GameSWF.... read more | 10/13/2009 (2:43 am) |
| [T3D 1.0] ScatterSky shadow casting performance issues... | LODs will help big time. The LOD used for a shadow is caluclated based off the player position, not ... read more | 10/13/2009 (2:42 am) |
| [T3D 1.0] ScatterSky shadow casting performance issues... | This isn't ScatterSky specifically, it is the Parallel-Split Shadow Maps that vector lights (the reg... read more | 10/12/2009 (11:40 pm) |