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) |