Game Development Community

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)
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