Stefan Lundmark's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Awesomium integegration for a time poor dev | Email sent, Joshua.... read more | 11/07/2012 (6:49 am) |
| Projectile isn't firing under player animation (Solved, thanks Steve) | Is the projectile created at all in the case where you don't see it? Ie, is its onAdd () method call... read more | 11/04/2012 (11:16 pm) |
| Making wxWidgets play nice with T3D | [i]One note: Frank was right about T3D's and wxWidget's event systems being incompatible. One needs ... read more | 10/28/2012 (5:56 am) |
| Game world disk streaming | [quote] My problem is sort of similar to minecraft, i CAN create a very large world in torque, no d... read more | 10/27/2012 (9:01 am) |
| How to change the default width and height when running the torque 3d in web browser? | Run the game and attach your debugger to the webbrowser instance.... read more | 10/27/2012 (8:56 am) |
| Help with coding a new max world size. | Hi again Jimmy, [quote] That's insane I would like a big world but not even the commerical engin... read more | 10/26/2012 (12:38 am) |
| Help with coding a new max world size. | Jimmy, Using fixed-point math won't [b]solve[/b] anything, but it's a good fix if you want to avo... read more | 10/25/2012 (6:20 am) |
| Help with coding a new max world size. | There is no maximum world size, just like Michael said. You get decreased precision the further away... read more | 10/24/2012 (2:49 pm) |
| What's the reason Point3F's are initialized on Linux but not on OSX/Win32? | I'm well aware of the implications and the #ifdef, I'm just curious why the creator of the code did ... read more | 10/21/2012 (2:03 pm) |
| What's the reason Point3F's are initialized on Linux but not on OSX/Win32? | It doesn't, but neither does MSVC or any other C++ compiler that I know of. :) That's why I'm confus... read more | 10/21/2012 (1:11 pm) |
| Build system poll | CMake is horrible IMO, but I've used it a lot and it works if you know what you're doing and got som... read more | 10/21/2012 (8:42 am) |
| Problem with source code "overriding virtual function return type differs and is not covariant from..." | You're right that RTSConnection basically is GameConnection + bit. The problem is that C++ expects o... read more | 10/21/2012 (6:03 am) |
| Problem with source code "overriding virtual function return type differs and is not covariant from..." | The problem is that you're overriding a virtual function with a [b]different[/b] one, since you're c... read more | 10/21/2012 (1:30 am) |
| Making wxWidgets play nice with T3D | Just thought I'd report back. Symptoms: * Background is green and sorting is reversed in T3D's P... read more | 10/19/2012 (1:51 pm) |
| Making wxWidgets play nice with T3D | I think I've found the issue, and you were right. T3D attempts to dispatch events for all window... read more | 10/19/2012 (11:05 am) |
| Making wxWidgets play nice with T3D | Thanks for your input Frank, I appreciate it! I recall wxWidgets worked just fine (Qt too) in TGE... read more | 10/19/2012 (8:04 am) |
| Community to the rescue! Issue with Glow shader on non-full screen rendering | Hi Oscar, The GUI Editor should also show these issues if the reason is that the GuiTSCtrl isn't ... read more | 10/12/2012 (5:36 am) |
| Fixing StaticShape animation methods | Hi, I wouldn't change anything in ShapeBase to get this working as that can break any of the othe... read more | 10/10/2012 (9:44 am) |
| Committee Topic: Deployment (binaries in repo or source only) | For the same reason you mentioned, I too think it's better to include the binaries even if it bloats... read more | 10/03/2012 (2:16 am) |
| Programmer/coder needed! | Edit: I found the other thread with more specifics and I'll have to draw back my offer. Good luck! ... read more | 06/15/2011 (3:30 am) |
| .zip Files | No misinterpretion at all. :) That's exactly what it is, a transparent way to handle ZIP files. I... read more | 05/24/2011 (7:27 am) |
| .zip Files | Possible? Of course. But you'll have to get your hands dirty. We went with making a layer above the ... read more | 05/23/2011 (3:13 am) |
| T3D's $99 Price Tag Questions | Glad to see a familiar face around, there are so many new ones. :)... read more | 01/26/2011 (3:03 am) |
| T3D's $99 Price Tag Questions | It's refreshing to see a CEO entering forums and communicating with its members. As a long time memb... read more | 01/25/2011 (10:59 pm) |
| TGEA - FSAA + Glow | I've found the ExtrudedPolyList to be quite stable, but maybe it's not complex enough for you. We us... read more | 09/30/2009 (6:19 am) |
| TGEA - FSAA + Glow | TGEA is now officially (and perhaps finally) dead. The window resizing bug with glow hasn't been fix... read more | 09/29/2009 (6:48 am) |
| torsion vs. codeweaver | I agree with Jon. Codeweaver is all good but Torsion is just a little bit sharper. Personal opinion,... read more | 09/18/2009 (8:27 am) |
| Synchronizing multiple StaticShape animations? | If you want to play the same animations on all your shapes sharing the same TSShape then you can jus... read more | 09/12/2009 (8:43 pm) |
| encrypted resources | [url=http://en.wikipedia.org/wiki/Tiny_Encryption_Algorithm]Here's TEA on Wikipedia.[/url] It's r... read more | 09/10/2009 (5:24 am) |
| encrypted resources | What I've read is that the complexity to crack TEA is linear, unlike RSA. That's why it's trivial. A... read more | 09/08/2009 (7:25 pm) |
| encrypted resources | It's still trivial to bruteforce, no matter the key. If you do it in different passes it's slightly ... read more | 09/08/2009 (11:48 am) |
| Zip files - What am I doing wrong? | I got it into the new resource manager. It wasn't that much of a hassle, just look at ZipArchive.cpp... read more | 09/06/2009 (8:44 pm) |
| Bug? Player::unpackUpdate reading into mHead | Any optimization in this case is best done later. Like Scott said, it could very well be non-zero mo... read more | 09/03/2009 (1:35 pm) |
| Bug? Player::unpackUpdate reading into mHead | Well with write () you're writing the full 32 bits so it's understandable that it gives you better r... read more | 09/03/2009 (10:44 am) |
| $70 000 To get your game on XBox? | [quote] Now when you say game idea. Is that different from a finished game? [/quote] I have no ... read more | 08/31/2009 (10:46 am) |
| Other options to PhysX? | The fact that you're forcing the user to download another distribution set only to play your game pu... read more | 08/30/2009 (11:00 am) |
| $70 000 To get your game on XBox? | Surprise, reviewing game ideas costs money and unless you got a proven record or people are already ... read more | 08/30/2009 (10:54 am) |
| Open collision meshes? | A convex mesh can't be "open" but it depends on what you mean with that. Just use multipl... read more | 08/21/2009 (3:49 pm) |
| Projectiles Not Rendering At Close Range | Client-side creation of projectiles is the best solution, but it depends on how accurate you want yo... read more | 08/21/2009 (12:23 pm) |
| Getting close to asking for a FULL refund! >:-| | [quote] You know, it's the small things that really anger me. The fact that I buy something and its... read more | 07/22/2009 (11:11 am) |
| TGEA 1.8.1: DXT1 and Uncompressed DDS's are broken. | Oh and, here's the assert: [quote] Ohnoes! [/quote] Triggered by: [code] AssertFatal(... read more | 07/20/2009 (12:02 pm) |
| TGEA 1.7.1 - DDS images that are non-pow2 render incorrectly. | Thanks. So the getSurface method is correct? Cool!... read more | 07/16/2009 (4:31 am) |
| TGEA 1.7.1 - DDS images that are non-pow2 render incorrectly. | Sigh. I'm sure it was reported to be fixed before but since it wasn't, here goes: GFXTextureManag... read more | 07/15/2009 (4:18 pm) |
| ZipArchive tests fail. | [quote] 'TempAlloc<T>' : no appropriate default constructor available [/quote] This is wh... read more | 07/11/2009 (5:50 pm) |
| ZipArchive tests fail. | This is confusing. osGetTemporaryDirectory () is where the buffer overrun seems to happen. Becaus... read more | 07/11/2009 (11:37 am) |
| Animated Projectiles with Bones | There's no fix, because it's not a bug. You don't usually animate projectiles with bones as it's exp... read more | 07/07/2009 (3:44 pm) |
| What's the latest word on terrain performance? | A unique Atlas terrain is your best shot for performance. The clipmapper can really strain not-so-re... read more | 07/07/2009 (3:11 am) |
| WheeledVehicle: Better wheel collision detection? | If you're still in need of this, send me an email and we'll figure it out. You can find it in my pro... read more | 06/23/2009 (3:58 pm) |
| Using C++ instead of TorqueScript | Seperate thread as in [b]forum[/b] thread or CPU core-thread? I suppose forum thread. Just ask aw... read more | 06/20/2009 (4:46 am) |
| Network monkey assistance needed - apply within | Hehe, no problem. It's refreshing to see some questions about the Torque networking, and it's an int... read more | 06/16/2009 (4:27 pm) |