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Kirk Longendyke's Forum Posts

Thread Post Date Posted
What would you like to see addressed in Torque 3D? First off, props on the atlas announcement. It's never easy to admit "hey, this just isn't up to the... read more 01/13/2009 (3:52 am)
What would you like to see addressed in Torque 3D? [quote]Would you guys be interested in hearing my thoughts on your suggestions? Even if I say that s... read more 01/10/2009 (7:53 am)
What would you like to see addressed in Torque 3D? It's banal, it's boring, and it's irritating to keep up, but: I'd request an example implementat... read more 01/10/2009 (3:43 am)
Glow masking 1.7.1 For the record: bumpTex[1] = "carriermetal2b"; turned out to be the problem... read more 12/31/2008 (6:28 pm)
1.7.1/1.8-b1 ambient lighting bug Issue extant with 1.8.0: [image]http://img410.imageshack.us/img410/4034/64717544cu4.jpg[/image]... read more 12/17/2008 (6:07 am)
1.8 Severe miscalculations with rotations Issue resolved with 1.8.0... read more 12/17/2008 (5:59 am)
1.8 translucency sorting/blending foul-up Issue extant with 1.8.0... read more 12/17/2008 (5:59 am)
1.8 translucency sorting/blending foul-up That's very strange indeed. They must be checking translucency passes in a non-obvious spot... Here'... read more 11/28/2008 (4:25 pm)
1.8 translucency sorting/blending foul-up Neither http://www.garagegames.com/mg/forums/result.thread.php?qt=81142 nor http://www.garagegames.c... read more 11/28/2008 (12:47 pm)
1.8 Severe miscalculations with rotations Oh, quite agreed. They've done yeoman's work on it. Merely expressing the sentiment that this much a... read more 11/25/2008 (4:15 pm)
1.8 Severe miscalculations with rotations Didn't solve *this* issue, but an ancillary bug involving the values in QuatF & QuatF::set( const... read more 11/25/2008 (12:22 pm)
1.8 linker errors In order: I've been working with vs2003 and directxsdk april2007 for quite a while now, even release... read more 11/20/2008 (6:20 am)
1.8- Bens a little *too* lazy (and strings don't like strings?) Ah. explains the additional tack-ons for that in the bitmap setting protocols. makes sense.... read more 11/20/2008 (4:29 am)
1.8- Bens a little *too* lazy (and strings don't like strings?) Thanks. Knew it'd be something simple I was overlooking.... read more 11/20/2008 (3:52 am)
Official TGEA Documentation Feedback Very nice to see a bit of tech-documentation on the GFX layer in particular. Could we see a bit of t... read more 09/05/2008 (11:35 pm)
How do I make transparent DDS textures for DTS models? DXT3/5 for the texture, and translucent = true; for the linked material to tell it that that's the p... read more 09/05/2008 (11:32 pm)
Shadowing from normal maps different on players Still not 100% certain there's no missed side-effects on this one, but: [code] void sgLightManag... read more 07/30/2008 (11:44 am)
Help with Flight Controls Wasd pans, z/c rolls.... read more 07/26/2008 (1:27 am)
Help with Flight Controls Admittedly not the freshest of threads, but since I've lost this code a few times now: (vehicle.h/.... read more 07/25/2008 (6:20 pm)
Weapon grouping Oh, don't get me wrong, unless we decide to keep it truly hyper-simplistic, this will no doubt have ... read more 07/25/2008 (5:55 pm)
Weapon grouping Not 100% what you're looking for, but the undercode will at some point access(as one current proof-o... read more 07/25/2008 (2:34 am)
1.4's DynamicTexture and GUIs So... lesse so far for 1.7.1 seems the conversion protocols entail: processedCustomMaterial.cpp a... read more 06/25/2008 (12:53 pm)
Towards turning materials into materials Ok, so that's sorted. Rather than posting the full-bore changelog of every line for the function ove... read more 06/18/2008 (6:09 pm)
Towards turning materials into materials Hrm... well, good news is: [code] bool TSShapeInstance::castRayOpcode( S32 dl, const Point3F & s... read more 06/18/2008 (1:39 pm)
Towards turning materials into materials Picking up a little where we left off, for the polysoup rescource, theres: tscollision.cpp [co... read more 06/16/2008 (10:17 am)
Collision detection [url]Http://www.garagegames.com/mg/forums/result.thread.php?qt=25559[/url]... read more 04/29/2008 (1:41 am)
Official TGEA Documentation Feedback @Darbotron: as a baseline, might look into setting trace(1); in the root main.cs file. That one pri... read more 04/23/2008 (3:15 am)
Directory Bug? Seem to recollect one of the changes made from the Dirctx 9.0c to the latter versions used in baseli... read more 04/15/2008 (5:59 pm)
Cs does not compiles into .dso It should be also noted that the itterator for the material system found in \scriptsAndAssets\client... read more 04/12/2008 (9:00 pm)
Flying Vehicles No real significant changes I've noted yet.... read more 04/08/2008 (9:20 pm)
Polysoup Shadows for TGEA 1.0.3? [url]http://tdn.garagegames.com/wiki/Torque_Shader_Engine/PolySoupAddon[/url] <-wiki's back up. look... read more 04/08/2008 (2:42 am)
TGEA 1.7.0 Bug - VS 2003 build errors [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=73942[/url] yup.... read more 04/08/2008 (12:04 am)
Polysoup Shadows for TGEA 1.0.3? Actually, just remmebered.. there was a thread laying arround here already dealing with adding somet... read more 04/07/2008 (6:39 am)
Polysoup Shadows for TGEA 1.0.3? LightingSystem/synapseGaming/sgobjectbasedprojector.cpp [code] void sgShadowProjector::collisionCa... read more 04/07/2008 (5:19 am)
TGEA 1.7.0 Beta 2 Bug(s?) - GuiMLTextEditCtrl [removed erroneous stacktracing research. didn't go far enough down to show anything relevant] so... read more 04/06/2008 (9:47 pm)
... Haven't gotten too far on analyzing this one just yet, but it's definately embeded in the new sfx ch... read more 04/06/2008 (8:41 am)
... Got the same, just ended up nesting it.... read more 04/06/2008 (12:55 am)
TGEA 1.7.0 Beta 2 Bug(s?) - GuiMLTextEditCtrl Right, well, while the primary not allowing editing 90% of the time has still got me wondering if I'... read more 04/05/2008 (9:25 pm)
TGEA 1.7 beta porting experiences Lesee... *personal* checklist left to try with the secondary project tossed togeather just for upgra... read more 04/03/2008 (6:49 am)
TGEA 1.7.0 Beta 2 Bug(s?) - GuiMLTextEditCtrl Research update: [code] //----------------------------------------------------------------------... read more 04/02/2008 (7:49 pm)
TGEA 1.7.0 Beta 2 Bug(s?) - GuiMLTextEditCtrl Did, sorta. The code thats fix is based on looks to have been completely rewritten, however tracing ... read more 04/01/2008 (8:39 pm)
Finer collision in large projectiles Well, since were talking a simple radius there, what abbout just padding the castray a bit with a ra... read more 03/31/2008 (11:23 pm)
TGEA 1.7.0 Beta 1 Bug - package system rewrite Hrm... update as of TGEA 1.7.0 Beta 2 well... this ones gotten worse, now... first up, the engin... read more 03/31/2008 (1:12 am)
TGEA 1.7.0 Beta 1 Bug - GFXTextureManager::createTexture error [code] new Material(turretmat01) { baseTex = "smallTurret"; bumpTex = "smallTurretb"; ... read more 03/28/2008 (7:02 pm)
TGEA 1.7.0 Beta 1 Bug - Weapons and triggers Right so. just to doccument this one: [b]Proper fix: [/b] two possible fixes, both based on : ... read more 03/27/2008 (7:35 am)
TGEA 1.7.0 Beta 1 Bug - wheeledvehicle wheels The wheels don't get mounted period. no visual, no collison. nadda. that's the head-scratcher, since... read more 03/21/2008 (10:39 pm)
TGEA 1.7.0 Beta 1 - Polysoup/Character Collision Right, so. back on topic: [URL=http://img505.imageshack.us/my.php?image=collisionvectorspt7.jpg][... read more 03/21/2008 (10:32 pm)
TGEA 1.7.0 Beta 1 Bug - wheeledvehicle wheels Actually, youre right. that was still remmed out. didn't fix the non-allocation of a wheel set issue... read more 03/21/2008 (10:12 pm)
TGEA 1.7.0 Beta 1 -Bug MegaTerrain texelsPerMeter, clipMapSize @ matt: 2*1 = 2 *2 = 4 *2 = 8 * 2 = 16 *2 = 32 *2 = 64 *2 = 128 ect.... read more 03/20/2008 (4:47 pm)
TGEA 1.7.0 Beta 1 - Forced SM 1.4 Crash on exit *** ENDING MISSION Exporting server prefs... Validation required for shape: scriptsAndAssets/data/... read more 03/20/2008 (4:18 pm)
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