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by Brian Ramage · in Torque Game Engine Advanced · 07/23/2004 (3:35 pm) · 76 replies

I just checked in a bunch of particle changes. They are cleaned up and ported over from the TGE. It's somewhat legible now, so hopefully you won't go into convulsions anymore trying to make sense of it. It is currently implemented in fixed function. I got rid of the linked list(!) of particles and replaced it with dynamic lists in each emitter. More changes coming soon including using shaders to transform the particles, drawing each emitter in a single draw call, and some other good stuff.

We've also got winWindow cleaned up a bit and DirectInput is working now.
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#61
11/04/2004 (1:17 pm)
@Kevin - can you email me some screenshots of the "green stuff" problem with the 1.4 datablock? Also - can you try and make sure it's not a video driver problem? Thanks much!
#62
11/04/2004 (5:21 pm)
@brian

sorry..i double checked today and i was i used $backbufferr NOT "$backbuffer"

works much better now...lol

I humbly accept the stupid nOOb of the week award..
#63
11/05/2004 (9:09 am)
No problem Kevin, I'd like this kind of thing to be easier to use. It might be a good idea to put some Material keywords into the scripting system so when you misspell them, it will give a compile error.
#64
11/05/2004 (4:57 pm)
OK guys, I just checked in some more planar reflection changes. You no longer have to tag surfaces you want to reflect in Quark. Instead, just put "planarReflection = true;" in the reflection CustomMaterial. That simplifies the process quite a bit as it removes the export part of it. Just keep in mind that it will make every suface with that material on it reflective - which can kill your framerate pretty quick if the surfaces are not co-planar.

I also fixed Stefan's "white jaggy" problem - the planarReflectBump shader now fades the distortion at the edges of the screen so it won't index outside the reflection texture.

That should be it for planar reflections, I'll be putting the new process in the docs. Hopefully they'll go up Monday.
#65
11/05/2004 (7:22 pm)
Awesome.
#66
11/07/2004 (3:39 am)
I get this.
#67
11/07/2004 (11:03 am)
Schweet. Driver version? Any spam in the d3d debug log?
#68
11/08/2004 (5:11 pm)
Sorry, im away for a while..
Ill check it all when i get back (probably thursday).
#69
11/12/2004 (12:54 pm)
Checked in some bug fixes.

- Interior instancing should be working now - it works in my tests anyway; I'd like some feedback before I officially declare it fixed.

- Fixed billboard rendering, thanks to John Quigley for that.

- Interiors no longer render all white when terrain is missing from the mission.


New docs are checked in (see doc/TSEDoc.chm), the website version hasn't been updated yet. The new docs explain how to set up the planar reflections.
#70
11/18/2004 (4:16 pm)
More bug fixes are up.

Explosion shapes are rendering.

.IFL animations are working in TSE now.
#71
11/19/2004 (12:41 pm)
Was IFL for testing the tanks by any chance? :P
#72
11/19/2004 (12:48 pm)
When making a surface of an interior reflective, is there a problem when the interior shows up as transparent but still computing collision? ;)
#73
11/23/2004 (12:48 pm)
Vehicles work!
#74
11/23/2004 (12:58 pm)
Hot damn! great news!
#75
11/23/2004 (1:07 pm)
Holy Crap Batman!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
#76
11/23/2004 (5:42 pm)
Yey..

im working in stratford (where william shakespeare was born) atm.. hopefully ill be home tommorow to work on game :(
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