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EddieRay's Forum Posts

Thread Post Date Posted
How to Create a Context Menu I think that's what the GuiPopUpMenuCtrl is for... but since it's typically a context-sensitive thin... read more 02/09/2009 (2:23 pm)
Vehicles motion Jerky Hey Charlie - if you're interested in chatting about this via email, you can contact me directly (th... read more 02/03/2009 (1:54 pm)
Vehicles motion Jerky I think this thread got a big "zorched" in the site update... Charlie's previous post got ... read more 02/03/2009 (11:53 am)
Vehicles motion Jerky Charlie: Have you discovered anything that helps alleviate this problem?... read more 02/03/2009 (11:52 am)
Vehicles motion Jerky AFAICT, the "mDelta" has the move in it... and that's definitely transferred from the server to the ... read more 11/12/2008 (12:05 pm)
Vehicles motion Jerky I *think* you need your new object to be derived from GameConnection in order for it to receive move... read more 11/12/2008 (9:18 am)
Vehicles motion Jerky Yeah Duncan... there is all that. It seems to me that it may just work better if it sent the transf... read more 11/12/2008 (8:19 am)
Vehicles motion Jerky [quote]It's problematic, I think, in all high speed games.[/quote] Yep... for [b]network[/b] play... read more 11/11/2008 (3:23 pm)
Vehicles motion Jerky IIRC, Lee, you have a lot of vehicles but they move and turn very slowly, kinda like they're flying/... read more 11/11/2008 (7:24 am)
Vehicles motion Jerky Be wary tho'... a lot of the small "fixes" in the other threads actually cause more problems than th... read more 11/10/2008 (10:15 am)
Vehicles motion Jerky Integration is done as part of the "per tick" code to improve the accuracy of the physics simulation... read more 11/10/2008 (9:44 am)
Vehicles motion Jerky Maybe it's the "Award-Winning Network Code"... LOL. Sorry... couldn't help it. Vehicles definite... read more 11/10/2008 (9:05 am)
Modernization Kit Beta Thread 2 I'm not sure if it matters, but the waterblock polys may get drawn with the texture either face-up o... read more 06/25/2008 (7:57 am)
TGE 1.5.2 Graphical Bug in Vista [quote]You can have problem with TGE and TGB under Vista, because they use OpenGL as a primary devic... read more 06/09/2008 (8:17 am)
TGE 1.5.2 Graphical Bug in Vista The ALT-TAB problem is not related to Vista AFAIK... it's an age-old bug in TGE. Search the forums ... read more 06/09/2008 (7:40 am)
Wii Ware Interesting. I've seen several "crap" games so far on the Wii. Not sure how the dev made it throug... read more 04/05/2008 (5:19 pm)
Wii Ware It might be nice if GG would make the requirements known... and maybe even help potential Torque Wii... read more 04/05/2008 (8:32 am)
Garage Games & OpenGL @Lee: Nice job Lee! Runs pretty slow on my laptop (which really isn't your fault - TGE is pretty "... read more 04/01/2008 (8:51 am)
Garage Games & OpenGL Sorry... last I checked, the TGEA Indie license price was $495 IIRC... couldn't have been too long a... read more 03/31/2008 (12:20 pm)
Garage Games & OpenGL Stephen brought up some interesting points that merit a bit of off-topic wandering. The GG "busin... read more 03/31/2008 (11:40 am)
Garage Games & OpenGL Obviously, the people who wonder why we keep bringing up the OpenGL topic haven't attempted to run t... read more 03/24/2008 (4:46 pm)
Problem with Z-buffer Disabling the z-buffer, but enabling the alpha stuff is better that without the alpha stuff at least... read more 03/11/2008 (11:10 am)
Problem with Z-buffer In the original patch above, the "glDisable(GL_ALPHA_TEST)" call is *inside* the "if" statement, not... read more 03/11/2008 (9:26 am)
Problem with Z-buffer The depth mask helps with certain blending issues, but it causes other problems with translucent thi... read more 03/11/2008 (9:16 am)
Problem with Z-buffer Yep... that's what the original patch was supposed to do. The lines following the "//Debugggg" comm... read more 03/11/2008 (9:12 am)
Problem with Z-buffer Can you post a "before and after" of the code in question? Thanks!... read more 03/11/2008 (7:42 am)
Problem with Z-buffer [quote]You just have to call the gl calls before the for loop and after.[/quote] Which loop? Do ... read more 03/11/2008 (7:41 am)
Another church I wanna see inside... ;-) Very nice!... read more 02/19/2008 (7:19 am)
Modernization Kit Beta Thread 2 [quote]Porting the enhancements back into stock TGE would be rather difficult, as the new renderer r... read more 07/22/2007 (10:16 pm)
Modernization Kit Beta Thread 2 Great work Alex! Side note: Please contribute the VBO rendering speed-ups back to the base TGE c... read more 07/22/2007 (9:28 pm)
Modernization Kit Beta Thread 2 Regarding culling, I think the "DIF occludes other objects so they should be culled" has a significa... read more 07/18/2007 (1:23 pm)
Modernization Kit Beta Thread 2 My (uncomfirmed) suspicion for why DIFs tend to drag the frame-rates is because of the lightmaps - a... read more 07/18/2007 (1:00 pm)
Modernization Kit Beta Thread 2 In general, we've found that we get better frame rates using DTS's vs. DIF's (for certain DIF's at l... read more 07/18/2007 (12:53 pm)
Modernization Kit Beta Thread 2 [quote]Now then, I can squeeze more performance out of this by putting the entire zone into a single... read more 07/18/2007 (9:50 am)
Modernization Kit Beta Thread 2 I like the second version, but it looks like there is some kind of ambient light component being add... read more 07/16/2007 (10:12 am)
Modernization Kit Beta That's great to hear ArmedGeek!... read more 06/28/2007 (8:14 am)
... Well, it HAS been awhile... okay, the part that was missed was that the same 3 variables need to be ... read more 04/17/2007 (9:24 am)
TGE 1.5.1 Released How about an "svn diff" and the commit logs?... read more 04/16/2007 (2:31 pm)
... All of the added initializations aren't needed (they're done in previous lines of code) and there is... read more 04/16/2007 (12:03 pm)
Modernization Kit Beta [quote]@Eddie: The auto generated normal maps contain both normal and height information. The RGB ch... read more 03/23/2007 (9:11 am)
Modernization Kit Beta Ah... so they're not really "normal map" images... i.e. RGB values that make a normal-vector. Are a... read more 03/22/2007 (3:06 pm)
Modernization Kit Beta Also, I notice that the normal maps that are auto-generated appear to be blank (transparent) images ... read more 03/20/2007 (8:20 am)
Modernization Kit Beta I'm still trying... it's probably gonna be a few weeks before I can update my work machine, so feel ... read more 03/20/2007 (8:17 am)
Modernization Kit Beta Here's a shot of the water reflections: [image]http://udel.edu/~ed/mk/reflect1.jpg[/image] The... read more 03/14/2007 (2:42 pm)
Modernization Kit Beta [quote]The only bugs on the list are ones I've been able to personally reproduce and/or fix. As suc... read more 03/14/2007 (2:32 pm)
Modernization Kit Beta [quote]and there are still nasty vendor specific bugs[/quote] Is there a bug list somewhere? [... read more 03/14/2007 (1:58 pm)
Modernization Kit Beta [quote]@EddieRay: The chances of the Linux version running at all are... well, ridiculously slim. Th... read more 03/14/2007 (12:31 pm)
Can't log in to CVS Oh, and btw... the build files for "vs2005" don't work out of the box either... try building map2dif... read more 03/14/2007 (12:09 pm)
Modernization Kit Beta Yeah... they run normal TGE just fine, but I've never done any shader stuff on Linux so it's up in t... read more 03/14/2007 (10:08 am)
Can't log in to CVS @Matt: Yep, VC++ 2005 Express Edition is the way to go, but changing compilers is always somewhat... read more 03/14/2007 (9:44 am)
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