Game Development Community

Luke Lamothe's Forum Posts

Thread Post Date Posted
Problems with TCPObject and iPhone 3g It could also be that the radio isn't enabled when you try sending. Does it work if you first connec... read more 11/15/2009 (6:55 pm)
Data Persistance Craig, a high score table is hardly complex :)... read more 11/04/2009 (11:50 am)
Data Persistance Use the functionality added to the 1.3 beta: saveGameDataToDevice() LoadGameDataFromDevice() ... read more 11/03/2009 (11:09 am)
iPhone Landscape [i]"don't waste time working on an iphone game on windows, because that won't get you more than... read more 11/03/2009 (10:57 am)
Help getting going... @ Sven: Your image upsizing example is slightly off. Images will resize to be power of 2, not square... read more 10/23/2009 (10:09 am)
Device performance and touch Figure out what your intensive logic is that is being performed script-side and move it to code inst... read more 10/21/2009 (10:16 am)
Cutting down app size If your game isn't too intensive or you have fps to spare (hehehe... yeah right!), you can enable Th... read more 10/20/2009 (10:22 am)
Accelerometer Tilt Issues Sven can probably comment better on this, but I'm thinking that soundss like a "feature" o... read more 10/18/2009 (6:04 pm)
[T2D iPhone 1.3 Beta] White Lines on Images Bret, you don't need each cell to be power-of-2. You just need them to have a pixel or 2 of space be... read more 09/26/2009 (9:11 am)
Toque 2D to Torque 2D iPhone We haven't touched the Game Builder at all ourselves. Floating point coordinates equal badness! :)... read more 09/26/2009 (8:57 am)
[T2D iPhone 1.3 Beta] White Lines on Images It is a side effect of the "optimised" flag in image map datablocks. FilterPad isn't allow... read more 09/25/2009 (11:46 am)
size of games PVRs will always take up the same amount of texture memory as they do disk memory. PNGs (and the lik... read more 09/16/2009 (10:59 pm)
size of games @Chris: Using PVR images don't always create smaller files. A PVR is always a constant size, whil... read more 09/16/2009 (1:39 pm)
iTGB 1.3 Planning Don't know what to tell you Bret. Those changes decreased our load times by > 50%.... read more 09/11/2009 (5:26 pm)
iTGB 1.3 Planning @Bret: _LUMA_OPTIMISED_IMAGEMAP is defined inside of t2dImageMapDatablock.h (right near the top o... read more 09/11/2009 (1:49 pm)
Particle effect performance on iPhone The particle system in Torque is notoriously old and slow... it is bad on modern PC hardware, neverm... read more 09/06/2009 (1:26 pm)
Con::executef() not getting a return value There is a bug in Torque that causes ScriptFunction types to not return their return value. We "... read more 09/02/2009 (11:26 am)
No capability to take a screenshot on iphone. I don't think that's what Bret had in mind guys as he wants to use frame buffer as a texture to put ... read more 08/21/2009 (11:45 am)
Luma's Racing Kit @Ken I don't have an answer for you on this, but I doubt that there will be any early adopter opp... read more 08/20/2009 (10:40 am)
iTGB not showing up in forum list anymore. Yeah, under My Products I still have Torque Game Engine listed, which is a public forum, is it not?... read more 07/23/2009 (12:12 pm)
Flat shading Smoothing Groups FTW.... read more 07/13/2009 (7:24 am)
iPhone Simulator vs iTouch Performance The Simulator does not simulate the hardware, and therefore the performance, of and iPhone/iTouch. I... read more 07/13/2009 (6:17 am)
should I buy a Mac Mini for Torque 3D? (secondary compile/test machine) Downloading OSX updates over 512KB Internet lines is slow! Paying between $10 and $25 per GB is expe... read more 07/02/2009 (6:14 am)
should I buy a Mac Mini for Torque 3D? (secondary compile/test machine) Optical-free machines only work in your elitist "1st world" countries. Bastards...... read more 06/30/2009 (12:34 pm)
Does iTGB Support Peer-to-Peer? If both iPhone's are connected to the same LAN via WiFi, then you can do multiplayer. That's what Ma... read more 06/29/2009 (2:56 pm)
Does iTGB Support Peer-to-Peer? iTGB should have the same networking functionality that iTGE does. MBM uses standard Torque LAN netw... read more 06/27/2009 (11:43 am)
cloud layer performance I'd hazard a guess that you've hit a fillrate bound in your scene. Fullscreen (essentially) alpha bl... read more 06/24/2009 (6:12 pm)
Shadows on Water Pat's idea sounds like it should work.... read more 06/21/2009 (6:52 pm)
we still need atlas terrain in T3D Pat++... read more 06/18/2009 (5:57 am)
Strongly Recommanded Modification to GG about GhostInfo.updateMask I like Ben's idea of making a typedef for the net mask. it should default to U32, but then it woud b... read more 06/14/2009 (3:20 pm)
Getting a primer in iTGB optimizations Just out of interest sake, Marble Blast Mobile uses PVR2 for most of its textures. Only a few (inclu... read more 06/13/2009 (8:09 am)
Luma's Racing Kit Woah, just saw this now. Thanks for responding Brett :) I think you're right on the money with ev... read more 06/06/2009 (7:09 pm)
iTGB 1.3 Planning @ Mich: Hehehehe, sorry I somehow glanced over your "store kit" point. Yeah, I'm su... read more 06/06/2009 (8:59 am)
iTGB 1.3 Planning Integrated Torque / TorqueScript support for: 1) Using iPhone system message boxes, their on/off ... read more 06/05/2009 (9:13 am)
Polysoup YOU CAN'T HANDLE THE POLYSOUP! ;) The iPhone can do whatever you want it to. Depending on your ga... read more 05/22/2009 (9:34 am)
Level/Dif progress. I'd recommend using optimal DIF code if you're making an interior based FPS. You should enable TO... read more 05/20/2009 (12:34 pm)
Level/Dif progress. DTSs are faster than DIFs, but cannot be lightmaped. The BSP / Portal technology that DIFs used i... read more 05/20/2009 (10:15 am)
Installed our game on a device that has OS 3.0, increased load times lol Sorry Geoff, I read you post incorrectly :)... read more 05/20/2009 (6:38 am)
Level/Dif progress. Matthew, the system that we wrote makes as many super lightmaps as necessary, but only at the power ... read more 05/20/2009 (6:37 am)
Installed our game on a device that has OS 3.0, increased load times Geoff, FYI, you can't submit to the App Store with your app built with the 3.0 SDK. It only needs to... read more 05/19/2009 (2:44 pm)
Level/Dif progress. We re-wrote the DIF rendering to group all of the lightmaps for a DIF into a single super map, then ... read more 05/19/2009 (2:39 pm)
Networking Hey Matthew, Thanks for the feedback. Turns out that we did have some issues on 1 of our 2 gatewa... read more 05/19/2009 (2:33 pm)
Networking Hey Matthew, I've been having trouble trying to get the MS working with our iPhone stuff. The MS ... read more 05/14/2009 (10:44 am)
iPhone OS 3.0 compile bugs Dear Lord, there are "gotos" in iTGB? Can I get my money back? *shudder*... read more 05/12/2009 (5:34 pm)
Text Corruption when using GuiMLTextCtrl on iPhone I haven't installed 1.2 yet but the svn of iTGB as of Friday didn't have the changes in it. You can ... read more 05/10/2009 (12:28 pm)
iPhone 3.0 OS compatibiliy I think that people are confusing "running on OS 3.0" with "using the 3.0 SDK". ... read more 05/09/2009 (9:34 am)
Text Corruption when using GuiMLTextCtrl on iPhone The reason that there is special code for iTGB is that standard TGB uses GL QUAD to render the chara... read more 05/08/2009 (6:22 pm)
Text Corruption when using GuiMLTextCtrl on iPhone Nice one Damir! I was looking closer into that function and it is currently horribly unoptimal. Y... read more 05/08/2009 (10:20 am)
Exist in Torque a "#define" or global to detect that script is running on iPhone Make a simple ConsoleFunction in code called something like isiPhoneBuild() that returns true if the... read more 03/27/2009 (7:18 pm)
Image Formats and Size In Memory 1) Mipmaps would be generated at image load time by Torque. Unsure if iTGB does this for images as I... read more 03/13/2009 (3:51 pm)
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