Game Development Community

Phil Carlisle's Forum Posts

Thread Post Date Posted
Baked ambient occlusion Thanks Logan, that confirmed something for me. I was digging in the engine and found the hard limit ... read more 04/15/2007 (9:30 am)
TGEA Gamepad support Do a search for XInput. Its a resource that you might want to use.... read more 04/14/2007 (12:16 pm)
A* and atlas2 I'll chip in, as I've done several different systems and seen others work in this area. I think M... read more 04/14/2007 (12:13 pm)
Irc Channel? It definitely works.. try again, maybe there was a temporary outage.... read more 04/12/2007 (9:36 am)
Behaviors need events Well, with the typical publisher/subscriber model, you only get an event if you are subscribed to re... read more 04/09/2007 (11:50 am)
Unusual lockup when starting the .exe Now thats really strange, its started working.. might have been some fuckup on my machine I guess.... read more 04/08/2007 (5:14 am)
Behaviors need events Marc, I agree that maybe my example wasnt as clean as a listener/subscriber thing, that wasnt the po... read more 04/08/2007 (3:20 am)
Unusual lockup when starting the .exe Hmm, looking at it, it was setting 1440x880 which seems like it should work, only.. well, using that... read more 04/08/2007 (3:08 am)
Unusual lockup when starting the .exe Yeah, it was literally from a fresh install. It seems there isnt a pref that is setup to set the scr... read more 04/07/2007 (2:48 pm)
Ambient occlusion shader Yeah, thats the paper. If you look at it, its quite ugly in terms of code, but the technique is simp... read more 04/07/2007 (2:39 pm)
Behaviors need events I've programmed MFC stuff too Magnus, I agree thier implementation isnt great, but event based archi... read more 04/07/2007 (2:36 pm)
Behaviors need events Magnus: the point of my code, was that you want to change the directions of ALL invaders when ONE of... read more 04/07/2007 (8:39 am)
Behaviors need events I'm not saying its hard to add event handling, I'm saying it needs it to be native in behaviors for ... read more 04/07/2007 (8:34 am)
Ambient occlusion shader Manoel, from what I understand of the nvidia technique, it wouldnt require vertex texture fetch, it ... read more 04/07/2007 (12:56 am)
Behavior Documentation Adam, the behavior repository link you posted doesnt actually have any behaviors to download other t... read more 04/06/2007 (4:02 am)
Behavior Documentation I love the move to behaviors, I only wish the same moves were made with the component system for TGE... read more 04/06/2007 (2:49 am)
Dialog Box Entirely From C Have a look for where the script call does pushdialog and trace the code it uses when the script cal... read more 04/05/2007 (2:05 am)
Collisions with static objects Projectiles use the LOSCOL meshes. If you havent implemented those, it uses the first detail mesh (i... read more 04/04/2007 (1:30 pm)
PNG?? Opacity of Alpha? I use photoshop 6 with photoshop 5's PNG plugin, its the only one I could ever get to work.... read more 03/29/2007 (2:56 pm)
Formal request for help Basically, I used a quarternion to complete the rotation because I wanted to avoid gimbal lock. Of c... read more 03/28/2007 (2:10 pm)
Formal request for help Here's some old code I just dug up that I must have backed up.. I cut out the updateForces method, i... read more 03/28/2007 (2:09 pm)
Formal request for help Stefan, there's nothing particularly evil about rigid body as a method of handling space physics. No... read more 03/28/2007 (1:19 pm)
Formal request for help Found an interesting site that has related info :) http://www.sjbaker.org/steve/omniv/eulers_are_... read more 03/28/2007 (1:17 pm)
Formal request for help Just so you know, its usually roll, then pitch, then yaw.... read more 03/28/2007 (1:05 pm)
Formal request for help Hey Simon, The problem youre seeing is an order of rotation issue. Basically, when you compose ro... read more 03/28/2007 (12:53 pm)
Mapping one texture to another on terrain I'm still not understanding what it is you are wanting to do. Can you draw us a quick picture of how... read more 03/28/2007 (9:49 am)
Slowly move water on Z axis Eikon: yeah, basically what Neo suggested as his prototype would work for what you want. So basicall... read more 03/28/2007 (9:45 am)
Formal request for help Also, I know that Martin, a colleague of mine, will be releasing something that may help you very so... read more 03/28/2007 (9:40 am)
Formal request for help Can you explain how the ships in Eve work so I can guide you towards an answer? Its actually noth... read more 03/28/2007 (9:38 am)
Slowly move water on Z axis I'm sure there are a billion and one tutorials out there on shader programming. I'd recommend: ht... read more 03/27/2007 (6:06 am)
TGEA v1.1? Questions... Oooh way to stick it to Ben :) Brian, out of interest, why did you go with HLSL and not Cg? Cg to... read more 03/26/2007 (1:31 pm)
Slowly move water on Z axis You could add a simple wave motion in the vertex shader if all you want is some movement at the shor... read more 03/26/2007 (1:29 pm)
TGEA v1.1? Questions... Guys, check out www.earthsculptor.com... read more 03/24/2007 (6:27 am)
Atlas2 overlay textures Are you sure your video card is capable of loading > 2048x2048 textures??... read more 03/24/2007 (4:53 am)
Reactions to crysis movies on gametrailers Ah, I remember who it was that did sur-render and the visibility stuff, it was my mate jouni at hybr... read more 03/23/2007 (6:08 pm)
Reactions to crysis movies on gametrailers Stephen: Yeah, I know. But X isnt commercially viable. I'm looking at it for the Uni over the summer... read more 03/23/2007 (10:14 am)
Reactions to crysis movies on gametrailers To be honest, I think that datablocks are a hinderance rather than a benefit. Unless you absolutely ... read more 03/23/2007 (4:23 am)
Reactions to crysis movies on gametrailers Actually, Tom, I think this thread is pretty much played out anyway. Given we're the only ones who s... read more 03/23/2007 (1:15 am)
Reactions to crysis movies on gametrailers Out of interest Tom, why not simply hook the API for changes to the mask file so that you dont have ... read more 03/22/2007 (4:10 pm)
Reactions to crysis movies on gametrailers Stephen: yeah, we know. But as Tom mentioned, its a lot more complex than just sampling a texture (b... read more 03/22/2007 (10:53 am)
Reactions to crysis movies on gametrailers Nice one Tom. Does that mean it can have any number of tree types based on the mask image?... read more 03/22/2007 (10:22 am)
Reactions to crysis movies on gametrailers Tom: Yeah, its a logical decision, given that its probably better to make the code itself not requir... read more 03/22/2007 (8:46 am)
Reactions to crysis movies on gametrailers I guess this brings up another issue and that is: Why the hell do we have multiple options when i... read more 03/22/2007 (1:48 am)