Game Development Community

Tom Spilman's Forum Posts

Thread Post Date Posted
iPhone OS 4 license changes - How does it affect iTorque? [url=http://www.engadget.com/2010/04/29/steve-jobs-publishes-some-thoughts-on-flash-many-many-thou/]... read more 04/29/2010 (11:14 am)
Hardware mesh instancing The performance improvement depends on how your scene is composed. If you have alot of instances ... read more 04/28/2010 (9:46 am)
Resolved - [BUG 1.1Beta1] Death, Respawn, Crash - Stack Called @Matt [url=http://pastebin.org/175049]Here you go.[/url] The changes were across a few differe... read more 04/24/2010 (8:44 pm)
How T3D implements DDS and mipmaps? [quote]T3D will automatically give JPG and PNG a mipmap image.[/quote] Torque doesn't do this direc... read more 04/24/2010 (8:36 pm)
[Bug 1.1B] Shaders and or Advanced Lighting The shader errors going from Advanced Lighting to Basic Lighting and known and not a problem. Sha... read more 04/24/2010 (10:28 am)
T3D 1.1 Beta 1/2 - Still broken MeshCulling? [With Fix for T3D Beta 1] - LOGGED And another little trick... $SceneGraph::lockCull = 1; ... can be used in the console to lock ... read more 04/23/2010 (3:54 pm)
T3D 1.1 Beta 1/2 - Still broken MeshCulling? [With Fix for T3D Beta 1] - LOGGED Ok... the fix: [code] // If we have submesh culling enabled then prepare // the object sp... read more 04/23/2010 (3:50 pm)
T3D 1.1 Beta 1/2 - Still broken MeshCulling? [With Fix for T3D Beta 1] - LOGGED So i did a bunch of testing and i haven't been able to reproduced this in either the most current co... read more 04/23/2010 (3:01 pm)
Player leaves no free MaskBits - LOGGED Its not really a bug... but it is very frustrating and inconvenient. In the upcoming beta release... read more 04/23/2010 (7:25 am)
Wrong PolyCount&DrawCall Problem The polycount and draw call metrics are not wrong. Each character in the console is 2 triangles/p... read more 04/23/2010 (7:15 am)
T3D 1.1 Beta 1/2 - Still broken MeshCulling? [With Fix for T3D Beta 1] - LOGGED I haven't seen this in my testing here, but it could be because of the models i used to do it. If... read more 04/22/2010 (2:06 pm)
iPhone OS 4 license changes - How does it affect iTorque? Hum... [url=http://www.pcmag.com/article2/0,2817,2362911,00.asp]Adobe Ditching Flash for the iPhone[... read more 04/21/2010 (10:08 pm)
Revisit Torque Port for Android Phones I bet you'll seem more interest in non-iPhone platforms from most users after all the Apple drama in... read more 04/21/2010 (10:00 pm)
T3D 1.1BETA 1, 2 and 3 BLUE SCREEN OF DOOM! Possibly reflections - RESOLVED Well i think we have multiple bugs here... for sure my fix solved one of them. I've been able to ... read more 04/21/2010 (9:45 pm)
T3D 1.1BETA 1, 2 and 3 BLUE SCREEN OF DOOM! Possibly reflections - RESOLVED Ok... i *might* have an idea of what this bug is. Please anyone that can reproduce this bug reliabl... read more 04/20/2010 (1:15 pm)
Resolved - [BUG 1.1Beta1] Death, Respawn, Crash - Stack Called This bug should be fixed now and will be in 1.1 beta 2. ... read more 04/19/2010 (5:30 pm)
Incredibly dangerous bug in BitStream::readBits()! [w/ fix] - LOGGED Good catch! I've checked a slightly different fix into trunk... [code] U8 curB = *stPtr;... read more 04/19/2010 (12:54 pm)
Visual Studio 2010 We just started adding VS2010 support to the project generator, but we're still working out some kin... read more 04/15/2010 (10:05 pm)
flickering lights @John - Ok... 1.1 should solve your flickering issues i believe. It sounds like the issues i was ad... read more 04/15/2010 (8:33 am)
flickering lights @john What version of T3D are you running and how many shadowed lights are we talking about? B... read more 04/14/2010 (1:12 pm)
flickering lights I suspect your running in Basic Lighting. In BL mode we only support 4 lights per-mesh using some... read more 04/13/2010 (6:19 pm)
iPhone OS 4 license changes - How does it affect iTorque? All rumor right now... but [url=http://www.itworld.com/legal/104320/adobe-vs-apple-going-get-uglier]... read more 04/13/2010 (11:38 am)
Reducing draw calls / increasing performance @Christian & Kyrah This isn't a problem unique to Torque... even people using [url=http://for... read more 04/13/2010 (11:18 am)
[Bug 1.1Beta] Terrain Detail Texture - RESOLVED @Greg Thanks for the report... this has been fixed for 1.1 beta 2. ... read more 04/13/2010 (10:58 am)
1.1Beta bugs/quirks Got it... thanks!... read more 04/13/2010 (12:47 am)
RESOLVED Light AnimationPeriod Reversed! Fixed for 1.1 beta 2... note this means your light animation times will need to be adjusted.... read more 04/12/2010 (3:42 pm)
How does T3D calculate PolyCount? The "polycount" is just the number of primitives passed to the low level drawPrimitive cal... read more 04/12/2010 (1:21 pm)
1.1Beta bugs/quirks @eb - Sure... if you can email it to me at tom@sickheadgames.com. ... read more 04/12/2010 (1:00 pm)
iPhone OS 4 license changes - How does it affect iTorque? @Marc - I'm not saying those two reasons are my reasons... those are Apple's... and from what [url=h... read more 04/11/2010 (12:30 pm)
iPhone OS 4 license changes - How does it affect iTorque? Yea... absolute worst case you can write C++ code instead of TorqueScript and still drive the engine... read more 04/11/2010 (12:01 pm)
iPhone OS 4 license changes - How does it affect iTorque? [quote]C/C++/Obj-C requirements in a EULA seems really limiting and control freakish.[/quote] Yea..... read more 04/10/2010 (11:08 am)
Lag (GFX) and Torque3D There is nothing shocking that the static lighting and shadows in TGEA being faster than the dynamic... read more 04/10/2010 (10:56 am)
Lights on water Deferred lighting and shadowing on the translucent water surfaces is not supported yet... which your... read more 04/10/2010 (10:37 am)
problem with scatter sky band at the bottom This is more of a level design problem than art. The scatter sky is expensive... we only draw it ... read more 04/10/2010 (10:31 am)
1.1Beta bugs/quirks @eb - Is that material on the head a CustomMaterial or a standard Torque material?... read more 04/10/2010 (10:24 am)
Any chance to get more than 4 cuts in AL? @Aaron In general i avoid having two different ways to do the same thing... it just complicates t... read more 04/10/2010 (10:09 am)
Any chance to get more than 4 cuts in AL? Ok... so i have this working now: [code] shadowDistance = "5 40 150 1000"; overDarkFa... read more 04/09/2010 (5:38 pm)
Camera movement not tied to actual frame rate?!?!? This sounds like a bug in the Camera objects networking (single player Torque still does short-circu... read more 03/30/2010 (6:25 pm)
ScatterSky Confusion @Ethan The problem is your game lets the player get to places where he can see that the terrain e... read more 03/30/2010 (3:50 pm)
Distance Fogging? In the TGEA days we had a hack in our code that had a fogStartDist and fogEndDist. We'll discuss ... read more 03/30/2010 (3:48 pm)
Transparency and Shadows (AL) Well if you want a light from your crystal anyway... use an unshadowed point light and attach a DDS ... read more 03/30/2010 (3:41 pm)
Delay in performance. To bring up the console hit the tilde key... ~ ... on your keyboard. Its usually located above the ... read more 03/30/2010 (2:39 pm)
Engine Code and Strings Actually its all consistent and correct... it just depends on what your doing. [quote]#include &l... read more 03/30/2010 (2:28 pm)
Delay in performance. @Jason Sounds like your game is extremely fillrate bound. Type: metrics( fps ) ... in the ... read more 03/29/2010 (7:16 pm)
Transparency and Shadows (AL) There is a newer technique called "inferred lighting" which can have transparent surfaces ... read more 03/29/2010 (7:11 pm)
Source control in Torsion Well... you mean TortoiseSVN... http://tortoisesvn.tigris.org/ ... which is a shell extension... read more 03/29/2010 (6:11 pm)