Game Development Community

Pat Wilson's Forum Posts

Thread Post Date Posted
Windows7 crash of death On Win7 here, no problems.... read more 10/28/2009 (3:36 pm)
DirectX 10 support [url]http://support.microsoft.com/kb/971644[/url] Speak of the devil: D3D11 for Vista.... read more 10/27/2009 (10:24 pm)
DirectX 10 support DX11 also works on DX9 cards, all the way back to Shader Model 2.0. DX11 or bust ;)... read more 10/27/2009 (1:57 pm)
Official Torque 3D Documentation Feedback I would like to cast my vote for CHM also.... read more 10/26/2009 (8:26 pm)
Physx T3D licensing free? You are correct, Marc. The core of Bullet does not use GPU stuff (this is not necessarily a bad thin... read more 10/26/2009 (8:18 pm)
CPU Usage thru the roof (Single core) One small thing. T3D uses pre-pass deferred lighting so it only stores 2 deferred buffers. Normal/De... read more 10/26/2009 (1:26 pm)
[T3D version <= 1.0.1] T3D SSE skinning bug Found it. Again, huge thanks to Fydor for finding this, and sending me the source art. It will be in... read more 10/25/2009 (5:07 pm)
Support for subsurface scatteriing See this thread [url]http://www.garagegames.com/community/forums/viewthread/95147[/url]... read more 10/25/2009 (12:48 pm)
[T3D version <= 1.0.1] T3D SSE skinning bug Can you send the model to pat at gameclay.com? I poked around at this yesterday evening. The SSE is ... read more 10/24/2009 (12:51 pm)
[T3D version <= 1.0.1] T3D SSE skinning bug Wow, great find. It looks like something is going wrong in the normals, let me take a look at that c... read more 10/23/2009 (7:05 pm)
15km x 15km Terrain You can create multiple terrain blocks, and that is what you want to do. ... read more 10/23/2009 (6:51 pm)
Move from Version 1.0 to 1.01... [url=http://www.scootersoftware.com/moreinfo.php]Merge Tools[/url]. They are a developers best frien... read more 10/23/2009 (2:43 pm)
Advanced Lighting Inconsistent lights The normals are stored in view-space. This is what accounts for the normals changing as you turn. Th... read more 10/21/2009 (12:31 pm)
CPU Usage thru the roof (Single core) Scott you need to break this down per-CPU, on an 8-core system. That is 100% of a core. [code] w... read more 10/19/2009 (3:20 pm)
CPU Usage thru the roof (Single core) Basic/Advanced lighting don't matter. A game engine, in focus, is always going to run at 99-100% CPU... read more 10/19/2009 (2:24 pm)
Poly Limits within Torque I'm not aware of any AL bugs preventing use, but best of luck with your polycounting.... read more 10/18/2009 (12:37 pm)
Poly Limits within Torque Well what they really need is the polycount of the art, probably from the modeling tool. A 250k limi... read more 10/18/2009 (12:39 am)
Poly Limits within Torque Err...no that still isn't really going to help, the projected shadows will re-draw geometry also. Yo... read more 10/17/2009 (6:33 pm)
Poly Limits within Torque Metrics GFX is how many polys are drawn, but I strongly suspect that the limit on the Unearthly cont... read more 10/17/2009 (5:06 pm)
What games can be made with Torque 3D? Torque is fantastic for RPG games. One of the earliest games on Torque was Minions of Mirth, an ... read more 10/15/2009 (9:17 pm)
Basic Lighting Quality vs. TGE I would also encourage you to do performance testing, on the same hardware, between TGEA + Deferred ... read more 10/14/2009 (11:52 pm)
some questions from our students In answer to number 4: In Torque3D you can not create textures which are larger than the video card ... read more 10/14/2009 (7:40 pm)
Flash in Torque3D Ah yeah that much is very true, but you can't beat the license.... read more 10/13/2009 (2:55 pm)
Skin shader will be in torque 3d? It's not included in the official features because it's more of a starting place for skin effects, t... read more 10/13/2009 (2:54 pm)
Skin shader will be in torque 3d? Use the Torque3D materials. There are some specalized material parameters you may want to take a loo... read more 10/13/2009 (1:59 pm)
Flash in Torque3D ... Yeah lots of people have used GameSWF. It drives Scaleform GFX.... read more 10/13/2009 (1:34 pm)
Torque3d porting options It will not support DirectX11 any time soon.... read more 10/12/2009 (7:54 pm)
Flash in Torque3D I would check out GameSWF.... read more 10/12/2009 (7:43 pm)
[T3D 1.0] ScatterSky shadow casting performance issues... LODs will help big time. The LOD used for a shadow is caluclated based off the player position, not ... read more 10/12/2009 (7:42 pm)
[T3D 1.0] ScatterSky shadow casting performance issues... This isn't ScatterSky specifically, it is the Parallel-Split Shadow Maps that vector lights (the reg... read more 10/12/2009 (4:40 pm)
nasty fps slowdown in Basic Lighting Yes position is the wrong thing to send, depending on the application. Something like this you want ... read more 10/11/2009 (3:15 pm)
nasty fps slowdown in Basic Lighting Your camera simulation code is non-deterministic. This means it is acting differently on the clients... read more 10/11/2009 (2:46 pm)
Real time specular on lightmapped geometry Yes, this only works in advanced.... read more 10/09/2009 (6:11 pm)
Real time specular on lightmapped geometry Check EnableAdvancedLightmapSupport in the level info. This turns on population of deferred light bu... read more 10/09/2009 (4:28 pm)
Normal map problem and other texture questions... Hans, Torque normals are Z-up, and Direct3D style, or +Y = G(255). OpenGL normals are -Y = G(255). M... read more 10/08/2009 (5:35 pm)
Removing Light/Ambience from the Sun This seems like it would be a job for zones. I don't know if they do that or not, but it seems like ... read more 10/07/2009 (9:01 pm)
Forest Kit (With out negitivity) If there is one thing that [url=http://www.unrealtechnology.com/partner-program.php]game[/url] [url=... read more 10/06/2009 (5:28 pm)
How does "Ghosting" work? Yeah that's the way it works pretty much. Anything which inherits from NetObject can be ghosted. ... read more 10/04/2009 (3:16 pm)
1.1 Release Timeline Warning: Your experience with beer may differ from that of those in the commercial. Empty beach, cha... read more 10/04/2009 (3:03 pm)
¿ Why not "Mono for T3D" ? I think you guys are underestimating what a more high-level language brings to the equation. Take a ... read more 10/03/2009 (1:39 pm)
Low Fps With Torque 3D demo Also, if you would like to read more about the Advanced Lighting System in Torque3D, check out the p... read more 10/02/2009 (5:41 pm)
Alpha Bug, or??? Woot! Awesome! Well, not awesome...but at least I think we have a good repro case now.... read more 10/02/2009 (5:05 pm)
Alpha Bug, or??? Gary, Try turning off the Debug DirectX runtime. I am suffering from this bug as well, and I share ... read more 10/02/2009 (4:41 pm)
Low Fps With Torque 3D demo Shadow filtering can also drastically improve performance. It is set to the highest filtering by def... read more 10/02/2009 (4:37 pm)
FSAA? Well, you have to resolve the MSAA buffer before the system can present it to the screen, so resolvi... read more 10/01/2009 (9:18 pm)
FSAA? I put in a class called FormatChangeToken which works in the context of renderManager.cs in the scri... read more 10/01/2009 (6:35 pm)
T3D no longer runs on my box Man I hate OpenAL. ... read more 10/01/2009 (12:46 pm)
Has garage games abondoned the indie? [quote] For some 1000$ is a one month salary. [/quote] You state this like you are making a point... read more 09/30/2009 (1:28 pm)
[Bug 1.0] Can't Enable Basic Lighting Shot in the dark: Maybe there is some editor window that got put into an invalid state, and then sav... read more 09/30/2009 (1:22 pm)
AFX 2 and SpellPack2 for TGEA and TGE progress Just wanted to jump in really quickly and mention that the revamped particle system will [i]not[/i] ... read more 09/30/2009 (1:11 pm)