Game Development Community

Brian Ramage's Forum Posts

Thread Post Date Posted
TGEA 1.01 Out Alright, so I just installed the October 2006 DXSDK with head version of TGEA and had no problems wi... read more 04/12/2007 (3:12 pm)
When will the 1.02 out? Next 2-4 weeks probably.... read more 04/12/2007 (3:06 pm)
TGEA 1.01 Out Thanks for feedback on the DX problems guys, I'll get that fixed for 1.02, coming soon.... read more 04/11/2007 (11:25 am)
Distortion effects, the backbuffer, and particles Ya, this should be a resource. Like I said above this is not efficient and could significantly affe... read more 04/10/2007 (4:09 pm)
TGEA 1.01 Out @ Stephan - AFAIK there is no April DXSDK out. It works with the February release though. @ Adol... read more 04/04/2007 (2:56 pm)
Development process. That wich stops new indies. This is a pretty good place to start: http://en.wikipedia.org/wiki/Agile_development There are... read more 04/03/2007 (4:41 pm)
TGEA 1.0.1 It's in QA right now. Shouldn't be long.... read more 04/02/2007 (4:54 pm)
Preferred AGP graphics adapter for TGEA? All of those cards should work out fine. I'm using an x800 at home, and that's more than powerful e... read more 04/02/2007 (4:54 pm)
Really Old Screen Shots Lol Weston, that your artwork there? ;)... read more 04/01/2007 (11:51 pm)
Fix: Alpha test without blend OK, it's in, but missed the cutoff for 1.01. You might want to look into the HLSL "clip" command - ... read more 03/29/2007 (11:44 am)
TGEA Water Shader artifacts, any suggestions to fix it? You could do the technique that Alex is referring to. It does have the downside of being multi-pass... read more 03/28/2007 (3:54 pm)
WaterBlock::onAdd Crash 1.01 isnt' out for the SDK. It's not quite the same thing either, a new demo was put out so that it... read more 03/28/2007 (3:36 pm)
TGEA v1.1? Questions... @Phil - We didn't go Cg for a bunch of reasons. Mostly yeah it's PC-centric, and for a while it was... read more 03/28/2007 (3:34 pm)
Glow bug with dynamic interior lights Thanks Tom, should be out in 1.01.... read more 03/26/2007 (3:03 pm)
WaterBlock::onAdd Crash Ya, that's already been fixed for 1.01.... read more 03/26/2007 (12:56 pm)
TGEA v1.1? Questions... Sorry guys, no Atlas editor updates. It's mostly bug fixes - getting it running properly with lates... read more 03/26/2007 (11:58 am)
Duke Nukem For-real? [url]http://www.yougamers.com/articles/1820_scott_miller_-_the_man_who_would_be_king[/url]... read more 03/21/2007 (12:31 pm)
The Escapist - Casual gaming issue - may be of interest... The Escapist is pretty hit and miss for me. I've seen some really great articles (check out Greg Co... read more 03/21/2007 (12:29 pm)
Ambient occlusion shader Do you need this to happen in realtime? Ambient occlusion is usually applied as a lightmap or burne... read more 03/19/2007 (11:43 am)
A little help w/ CustomMaterials from the sages requested... If you are writing some kind of custom render then you need to track down the material in your rende... read more 03/19/2007 (11:30 am)
How does TGEA handle video memory? Take a look at this: [url]http://tdn.garagegames.com/wiki/Texture_Memory_Reduction[/url] You c... read more 03/19/2007 (11:25 am)
Need help using TGEA Try installing the latest DirectX, that's usually why it crashes like that.... read more 03/19/2007 (11:20 am)
TGEA Crashes?? A new demo is up that does not require that you update DX unless you haven't updated since October 2... read more 03/19/2007 (11:10 am)
TGEA 1.0 advanced updated As far as we know, there is no memory leakage in the stock demos and other tests that have been run.... read more 03/14/2007 (3:51 pm)
Intel Core 2 Duo Pixel Shader 3.0 Support?. @Marc - that 7600 Go may not be the best, but I'm pretty sure it's running waaay faster than an inte... read more 03/13/2007 (5:20 pm)
TGEA Crashes?? You prob need latest DirectX runtime. New demo should be up soon that fixes this.... read more 03/13/2007 (5:07 pm)
Marble Blast Gold 2 Heh, lol... read more 03/13/2007 (5:03 pm)
Was Constructor showed at GDC 07? Heh, Weston Tracy gettin the demo love.... read more 03/13/2007 (5:01 pm)
D3D Fullscreen I believe that will cause problems for users that don't have multi-monitors. Ie. a breakpoint occur... read more 03/12/2007 (1:18 pm)
TGEA.exe filesize I used VS 2003 to compile it, which has optimized compiler, so that's probably why.... read more 03/12/2007 (1:12 pm)
Is the documentation thats hidden great? Most of "3d game programming all in one second edition" (about 75-85%) should be relevant. It's mos... read more 03/12/2007 (12:50 pm)
Unable to compile vertex shader Are you using October 2006 DXSDK or latest?... read more 03/12/2007 (12:47 pm)
Intel Core 2 Duo Pixel Shader 3.0 Support?. Just some general advice for those of you buying new machines - don't buy them with integrated graph... read more 03/12/2007 (12:38 pm)
RC1 Bug - DDS textures are not cached I'm going to mark this as a bug right now and I'll look into it later when I have more time. There'... read more 03/01/2007 (6:00 pm)
Waterblock mission editor bug Thanks again Tom. You going to GDC? I think I owe you a beer or two ;)... read more 03/01/2007 (5:37 pm)
Jittering Camera You have SLI video cards?... read more 03/01/2007 (5:33 pm)
Vista Install - Game Explorer Hey Chris, haven't seen your name in a while, getting into Torque dev eh? I'd recommend posting y... read more 03/01/2007 (5:20 pm)
RC1 Bug - DDS textures are not cached While this does technically work, it creates a bunch of console warnings about failure to load misc ... read more 02/26/2007 (5:24 pm)
MS4 Options Gui Bug Ya, just fixed it for both demo and terrain_water_demo, will be in 1.1 release., thanks for reminde... read more 02/26/2007 (3:21 pm)
Sli Some new drivers came out the other day, might want to try those.... read more 02/26/2007 (3:11 pm)
Can't get tgea 1. (servers getting hammered?) Ya, should be.... read more 02/26/2007 (1:01 pm)
Water flash.... Those console warnings just mean that you don't have those cubemaps defined in your mod. Search for... read more 02/26/2007 (1:00 pm)
Adding specular maps in TGEA This should work for normal Materials. You should be able to just use a grayscale alpha channel in ... read more 02/26/2007 (12:33 pm)
Waterblock ' Refraction ' control You want to look in waterReflectRefractV.hlsl - it's a per-pixel effect. Should be relatively easy... read more 02/20/2007 (6:13 pm)
TGEA Bug - Material Fallbacks Broken (with workaround) Thanks for reporting that William, could have been a while before that turned up.... read more 02/20/2007 (6:09 pm)
TGEA demo crash Man, I hated moving from VC6, it was so much easier to navigate than VC2003. Compiled faster too.... read more 02/20/2007 (6:02 pm)
TGEA and Windows Vista NVIDIA just released new drivers, might want to try those.... read more 02/20/2007 (5:51 pm)
TGEA Bug - Material Fallbacks Broken (with workaround) Oh crap ;) That needs to be fixed ASAP. We'll have it in next release.... read more 02/19/2007 (3:48 pm)
Any simple way to enable W-buffering? Yeah, to get that running you'd need to enum it, and plug all the appropriate things in with GFX to ... read more 02/19/2007 (3:39 pm)
TGEA demo crash Yeah, we know about and we're going to fix it. Just one of those things we didn't test - installing... read more 02/19/2007 (3:32 pm)