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Tom Spilman's Forum Posts

Thread Post Date Posted
TX3D 3.1.5 Beta - Terrain Painting Yea... the TX3D terrain is like the old TGEA terrain. Its a clipmap with 4 layers and a single nois... read more 07/07/2010 (2:25 pm)
My game crashes when playing any particle on Xbox 360 FYI. I have a fix that will be released shortly with Torque X 3.1.5 beta 2. ... read more 07/06/2010 (3:47 pm)
My game crashes when playing any particle on Xbox 360 FYI. So this issue is a 360 predicated tiling problem in how dynamic vertex/index buffers are use... read more 07/06/2010 (12:17 pm)
TX2D 3.1.5 Beta - Particles not properly rendered Hey guys. So this is not a bug... the engine is working as intended. The current recommended w... read more 07/02/2010 (10:36 am)
TX2D 3.1.5 Beta - ObjectType from 33 to 64 assigned to 1 to 32 again - RESOLVED Thats a good fix Giuseppe. I tested it here and went thru to make sure the same bug isn't done el... read more 06/29/2010 (3:47 pm)
How to enable and disable a SceneObject @John - Specifically what do you mean by "disabling"? If you want it to stop rendering ... read more 06/26/2010 (2:01 pm)
Any chance to get more than 4 cuts in AL? @Oscar - Well you still have some code which executes when your camera moves. You could totally do ... read more 06/14/2010 (9:52 pm)
Torque 3D 1.0.1 Bug - Lights shine through DTS walls - RESOLVED @Oscar - Just wait till you get 1.1 beta 2... its even faster. :) ... read more 06/14/2010 (11:02 am)
Sickhead Hiring Artist and Programmer FYI. We've hired a programmer. Thanks to all the applicants... it was a hard choice to make. ... read more 06/14/2010 (11:01 am)
Go Commercial or Stay Indie? - for career Np. ;)... read more 06/14/2010 (10:59 am)
Torque 3D 1.0.1 Bug - Lights shine through DTS walls - RESOLVED Hi Oscar. The paraboloid shadows save alot of CPU power and draw calls, but have the unfortunate ... read more 06/12/2010 (8:49 pm)
Go Commercial or Stay Indie? - for career If you have an opportunity to work at a good established studio its worth doing at least once. Yea ... read more 06/12/2010 (8:39 pm)
Forest Editor Wind Effects for Artists So in T3D beta 1.1 the $pref::windEffectRadius isn't exposed. To change this manually in code go ... read more 06/07/2010 (8:53 am)
Torque 3D Show Off Thread! @Oscar - Wow... thats really fantastic looking.... read more 06/06/2010 (7:46 pm)
[BUG] Wrong matrix multiplication order in TSShapeInstance::addPath() [w/ fix] - RESOLVED Wow... yea... totally untested code that probably no one has used on purpose. Thanks for the fix.... read more 05/17/2010 (6:17 pm)
Slow frame rate mystery Here is the second part of the above fix which corrects particles. In Torque2D\T2D\T2DParticleEmi... read more 05/12/2010 (4:56 pm)
Slow frame rate mystery I think i have a fix for this... please give it a try. In TorqueCore\XNA\TorqueEngineComponent.cs... read more 05/12/2010 (4:05 pm)
Post-Processing Matrices and Floats @Glen - This will have some proper documentation soon, but for now look at PostEffect::_setupConstan... read more 05/10/2010 (11:43 am)
Torque 3D Show Off Thread! Here are some destructable assets created by our new artist Joe Espinoza that will ship with the Pac... read more 05/07/2010 (7:50 pm)
FIX: Light Scripting We didn't do any work on it ourselves and i guess no one in the community has either. It should b... read more 05/05/2010 (12:28 pm)
Sickhead Hiring Artist and Programmer FYI... the artist position has been filled. We're still looking for a programmer and will be maki... read more 05/04/2010 (2:18 pm)
BUG in T2DAnimationController SetAnimationFrame Thanks for the report and the fix Alex! ... read more 05/04/2010 (1:55 pm)
BUG: DDSFile::load() provides incorrect mipmap count Yea... sounds like a mess, but i don't understand what your problem is now if your using PNG. T3D... read more 04/30/2010 (11:48 am)
BUG: DDSFile::load() provides incorrect mipmap count Seems like we posted at the same time. Yea... i don;t think the fix is changing the value of DDSF... read more 04/29/2010 (4:42 pm)
BUG: DDSFile::load() provides incorrect mipmap count Seems like a bug. Looking at the code the trick is that the non-DDS image path we always pass 0 d... read more 04/29/2010 (4:32 pm)