Game Development Community

Gerald Fishel's Forum Posts

Thread Post Date Posted
Client side only StaticShape Just to be clear, I didn't mean to call onAdd manually. But since you're overriding onAdd, you need ... read more 04/25/2009 (2:04 am)
AI Markers Trying to use the editor to place NPCs directly can be a big exercise in frustration. I'm not rea... read more 04/25/2009 (1:05 am)
Client side only StaticShape Have you tried calling Parent::onAdd() at the beginning of your onAdd method? At the very least y... read more 04/25/2009 (12:34 am)
NOWINBASEINTERLOCK preprocessor definition issues It shouldn't cause any problem. All it really does is prevent those function declarations from being... read more 04/23/2009 (8:57 pm)
Torque 3d whats the point. @Jeremiah... while I suppose it's possible that Epic made a license arrangement to "include&quo... read more 04/23/2009 (2:16 pm)
Torque 3d whats the point. The point is nobody works for free, and the GarageGames developers have bills to pay and mouths to f... read more 04/22/2009 (3:03 pm)
TGEA vs Torque3D Mods Discussion [quote] And I honesty don't see why they think changing policies like that would be a wise move. Pe... read more 04/20/2009 (8:23 pm)
TGEA vs Torque3D Mods Discussion Just curious; have you actually emailed them, or are you just dismissing the notion of emailing them... read more 04/20/2009 (11:56 am)
[Question] "Dynamic" datablock creation? Yes, you'll have to use eval. On the other hand, if you're creating that many datablocks, you mig... read more 04/18/2009 (2:28 pm)
SpeedTree+UnrealEngine3 ? Most industries have different levels of "market leader". i.e. the market leader for exoti... read more 04/18/2009 (12:31 pm)
error C2440: '=' : cannot convert from 'BaseMatInstance *' to 'U32' Are you trying to port some code from an earlier version? I believe that castRay used to return a... read more 04/17/2009 (6:56 pm)
RayCast to Visible Mesh Coordinate Ron - the ray is transformed into object/mesh space so it works fine for moving objects, but maybe n... read more 04/16/2009 (3:23 pm)
RayCast to Visible Mesh Coordinate It should be pretty simple to get ShapeBase to handle polysoup ray casts. 1) Add a call to mShap... read more 04/16/2009 (10:49 am)
SpeedTree+UnrealEngine3 ? You can make a pretty game without bleeding edge graphics features. There's really not much that you... read more 04/13/2009 (2:21 pm)
Application design with the torque script/framework It depends on what you plan on doing in script. TorqueScript is fairly slow compared to something li... read more 04/13/2009 (12:47 pm)
SpeedTree+UnrealEngine3 ? Until ATLAS, the Unreal networking layer was pretty much the same as Torque networking. You could us... read more 04/12/2009 (7:41 pm)
error C2148: total size of array must not The most likely reason for the error is that it doesn't know the size of LightInfo, so make sure you... read more 04/12/2009 (6:00 pm)
Collision polly caching You could partition all static triangles in an octree structure, storing a single poly list for each... read more 04/12/2009 (5:51 pm)
PhysX Cloth Assitance I'm not real familiar with PrimBuild or how it works, but I think that would probably do the trick. ... read more 04/09/2009 (7:19 am)
PhysX Cloth Assitance The first thing I see is that you're not actually giving it any vertices, you're just creating an em... read more 04/09/2009 (6:50 am)
onMouseDown problems - different behavior in TGE and TGEA? Ingo, I'm pretty sure there has never been any kind of automatic overriding of methods like you m... read more 04/07/2009 (11:05 am)
Audio/SFX question Thanks Michael, the problem was indeed that some of the files were stereo. Converting them all to mo... read more 04/07/2009 (10:45 am)
onMouseDown problems - different behavior in TGE and TGEA? I don't remember enough about TGE to know all of what changed here, but with TGEA you'll probably wa... read more 04/07/2009 (9:21 am)
Huge terrains not possible? Yeah, a terrain that size is not too realistic with the MegaTerrain system out of the box. You'll pr... read more 04/06/2009 (1:55 am)
[Question] Multi-threading in Database Implementation @St, If you're using Visual Studio, then when executing an app in the debugger you should see som... read more 04/05/2009 (9:15 am)
Problem with creating new Gui control Might help if you posted your GUI definition. As for it not closing, you'll have to supply a comm... read more 04/05/2009 (6:34 am)
Torque 3D? That would be Gerhardt, not Gerald :P While Gerhardt has come up with some cool stuff (SSAO, wetn... read more 04/05/2009 (6:25 am)
[Question] Multi-threading in Database Implementation I'm not that familiar with Tony's resource, but I had a quick look and can probably answer some of y... read more 04/05/2009 (6:10 am)
PhysX Triangle Mesh Cooking code assistance No problem, glad you got it working. ... read more 04/04/2009 (1:02 pm)
PhysX Triangle Mesh Cooking code assistance You forgot to set the transform on the ConcretePolyList. By default the matrix is junk, and it trans... read more 04/04/2009 (10:55 am)
PhysX Triangle Mesh Cooking code assistance Ron, @#3, the point was that there's no reason to go the long route when there's already a method... read more 04/04/2009 (6:14 am)
TGEA vs Unity 3D in 2009 [quote] TGEA still loads extremely slow when compared to older engines like Unreal 2 Runtime. [/q... read more 04/04/2009 (4:36 am)
PhysX Triangle Mesh Cooking code assistance I didn't dissect the code, but what type of problem are you having with more complex objects? Few... read more 04/03/2009 (9:05 pm)
Valcon new Indie Game Engine!! Good one :P ... read more 04/01/2009 (10:52 am)
guiText control not updating The most likely problem is that there's already a control with the name range_gui, and it's setting ... read more 04/01/2009 (1:34 am)
Weird problem with my mouse pointer always showing... If you happen to have updated your PlayGui.gui file with the GUI editor, you might want to check it ... read more 04/01/2009 (12:08 am)
Torque 3D? [quote] What TGEA offers new devs, is simply astounding, in terms of features, head starts and thin... read more 03/30/2009 (11:26 am)
Wierd player shadow. I think the problem is that one of the textures for the default skybox is 256x256 while the rest are... read more 03/30/2009 (8:39 am)
Wierd player shadow. Open gfx/gl/gfxGLCubemap.cpp and find the line that reads: [code] AssertFatal((faces[i]-&g... read more 03/30/2009 (7:46 am)
Torque 3D? 1) Calling everybody who uses Torque, and anybody who defends its use, a fanboy, is most certainly a... read more 03/30/2009 (7:39 am)
Wierd player shadow. Okay, I'm sorta new to XCode too but I'm guessing that right-clicking on the cpp file and doing comp... read more 03/30/2009 (6:24 am)
[Math] 3D Bezier Path orientation interpolation I'm not able to get into my code at the moment and I'm not sure if I'm remembering the exact functio... read more 03/30/2009 (4:45 am)
[Math] 3D Bezier Path orientation interpolation The easiest way is going to be to interpolate one additional tiny step along your bezier path, maybe... read more 03/30/2009 (4:04 am)
engine/source/gfx/gl/ ?? Can someone explain... GFX is the abstracted rendering system for TGEA, and the gl folder contains the OpenGL implementatio... read more 03/30/2009 (2:47 am)
Wierd player shadow. [quote] after I change: [...] in the gfxGLEnumTranslate.cpp and save it, is there anything el... read more 03/28/2009 (6:16 pm)
Torque 3D? @Andrea, what I got from your words was that the graphics features were less important because they'... read more 03/28/2009 (4:24 am)
Maya -> DIF Yeah that's why I basically tied my system to Max. I made a number of plugins for Max to make it as ... read more 03/27/2009 (6:27 am)
Porting glBindTexture parameters from TGE to TGEA This should probably go in the private TGEA forum. But you're going about things wrong for TGEA. ... read more 03/27/2009 (6:12 am)
MMO creation in Torque3D Not familiar with Visual3D, but certainly T3D is not going to be anywhere near as friendly for MMOs ... read more 03/26/2009 (10:06 pm)
How do you guys afford this?! [quote] That's kinda what I don't understand... Why would you 'not' use Blender? It's free, and see... read more 03/26/2009 (6:15 pm)