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) |