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Gerald Fishel's Forum Posts

Thread Post Date Posted
Torque 3D? [quote] So instead of showing us a lot of shaders and cool efects that anyway could be implemented ... read more 03/26/2009 (5:13 pm)
Maya -> DIF I made a custom interior system for TGEA. It's primarily focused on 3DS Max though, since it makes u... read more 03/26/2009 (3:51 pm)
Per-object Shader Parameters No problem, Mike. It wasn't too long ago that I was fighting my way through the same types of things... read more 03/26/2009 (3:45 pm)
Maya -> DIF @Manoel, indeed that is the big problem. Another issue with using DTS is the limited collision vo... read more 03/26/2009 (3:37 pm)
Per-object Shader Parameters Ahh, it didn't sink in that you were using translucency. In that case you'll also need to do this in... read more 03/26/2009 (3:27 pm)
Maya -> DIF Actually Unreal 3 mostly uses mesh levels with separate collision volumes, the CSG editor is just fo... read more 03/26/2009 (2:50 pm)
Per-object Shader Parameters You're not going to be able set the constants in setupPass. The reason is setupPass is only called o... read more 03/26/2009 (2:31 pm)
Maya -> DIF Which limitations in particular? I'm pretty sure you couldn't just export a polygon modeled scene fr... read more 03/26/2009 (3:13 am)
Per-object Shader Parameters BTW, after looking at that resource, I should point out that there's a somewhat more shader-friendly... read more 03/26/2009 (12:39 am)
Per-object Shader Parameters Mike, You're on the right track. To further steer you in the right direction, what you're probabl... read more 03/26/2009 (12:25 am)
Maya -> DIF For that type of scene your best bet within your constraints may be to create the rooms (walls, etc)... read more 03/25/2009 (3:42 pm)
TGEA vs Unity 3D in 2009 Fair enough. Personally I think the great thing about low cost indie game engines is that they reduc... read more 03/25/2009 (1:09 am)
TGEA vs Unity 3D in 2009 Actually what I said came partially from that same blog, read a little further into it where Brett s... read more 03/24/2009 (8:26 pm)
TGEA vs Unity 3D in 2009 [quote] For those dismissing Unity3D because it's a non-source (in its basic form) design tool, wel... read more 03/24/2009 (7:10 pm)
getMaterialList not working? FYI, if you need the material list, you can check to see if si->getMaterialList() returns NULL, a... read more 03/23/2009 (4:35 pm)
TGEA vs Unity 3D in 2009 @Ryan, yeah I forgot to mention the Mono integration, which is great. But then again, the great thin... read more 03/23/2009 (2:39 pm)
TGEA vs Unity 3D in 2009 @Ryan, have you looked at the TGEA docs recently? They have improved quite a bit since Rock Star Per... read more 03/23/2009 (1:10 am)
Questions that T3D gamasutra article brings up... Yes, of course they can't tell you that an artist has to have a license if they're not going to touc... read more 03/20/2009 (11:01 am)
Questions that T3D gamasutra article brings up... Some of these things were addressed at the IRC hour. 1) If you need to release a modable game, yo... read more 03/20/2009 (12:38 am)
PhysX and Polysoup Work Not sure exactly what you mean by getting PhysX and Polysoup to work together. What is the result th... read more 03/19/2009 (1:16 am)
dynamic_cast< Material* > from TSStatic? Just to clarify what the getMaterial call does. rayInfo.material is a material [i]instance[/i] that ... read more 03/16/2009 (2:28 pm)
dynamic_cast< Material* > from TSStatic? The reason it's not necessarily consistent is because each object type is responsible for handling r... read more 03/16/2009 (1:48 pm)
ProcessedShaderMaterial bug Ooops I just now realized that I posted this in the public forum, sorry about that. Maybe move it to... read more 03/16/2009 (1:15 pm)
Coding Language? That really depends on how you learn it, your aptitude for it, and certain other preexisting knowled... read more 03/16/2009 (1:07 pm)
Coding Language? You'll almost certainly want to learn C++, unless you go the XNA route and learn C#. I'm a big f... read more 03/16/2009 (9:54 am)
Primitive type in DTS models Ah, well that sucks. I guess the reason that they don't provide the source for the exporter is becau... read more 03/03/2009 (3:33 pm)
Primitive type in DTS models I'm not sure what the license implications are for that. I *thought* that having a TGEA license also... read more 03/03/2009 (1:22 pm)
Primitive type in DTS models Okay, I was probably wrong, looking at the Max exporter they do a lot of stripifying, so that may be... read more 03/03/2009 (6:32 am)
Primitive type in DTS models I think it's not the exporter doing it but the TSMesh class when loading/assembling. I haven't teste... read more 03/03/2009 (5:35 am)
Player collision/animation question I'm not especially familiar with the animation setup in TGEA; I'm doing my own animations with custo... read more 01/12/2009 (3:59 pm)
Player collision/animation question Only if you no longer want to collide against the door while it's open. While theoretically that mig... read more 01/12/2009 (1:52 pm)
Player collision/animation question Oops, I guess it was a combination of the Player not updating it's working collision set, and my sce... read more 01/12/2009 (12:51 am)
Disappointed. The documentation could definitely use some help, though I too understand that Michael has his work ... read more 01/05/2009 (12:51 pm)
Compiling error sfx/sfx.h not found You can probably just comment out that #include... read more 01/01/2009 (4:15 pm)
Convert from mBounds to?? I'm not sure exactly what you got going there, but that's not creating a profile. Try something like... read more 01/01/2009 (3:13 pm)
How to perform an "ACTIVATE" Event/Trigger? Hi Laurence, The engine has some pretty useful stuff built-in. You don't need to do any kind of b... read more 01/01/2009 (2:32 pm)
How to perform an "ACTIVATE" Event/Trigger? I recently had to do something similar. I built a complete object interaction framework in the engin... read more 01/01/2009 (7:14 am)
NextGen Gaming In TGEA Sweet stuff. I've been working on some stuff like this as well. In my opinion the biggest differe... read more 01/01/2009 (6:22 am)
ShapeBase render question Okay, I figured out the problem. I copied the Item/ItemData classes and then gutted all of the Item ... read more 12/27/2008 (8:36 pm)
Pausing the simulation Thank you sir. I was hoping there would be something that simple :D... read more 12/26/2008 (12:24 am)
Constructor DIF collision detection Well after getting it to work I decided to shelve my other level creation project and try to use Con... read more 12/20/2008 (11:37 pm)
Constructor DIF collision detection Hi Jaimi, No problem. That's truly mad then lol. I tried for days to get it working with no lu... read more 12/19/2008 (10:55 pm)
Constructor DIF collision detection Just a quick follow-up on this. I managed to get it to work, though I'm not sure exactly what did... read more 12/19/2008 (8:48 pm)
Creating dynamic lights in C Thanks for all of your input, Tom. Yeah, MissionCleanup wasn't being found with Sim::findObject. ... read more 12/15/2008 (8:54 pm)
Creating dynamic lights in C BTW, for clarity, my scene objects are being added to the scene via script the "normal" way rather t... read more 12/15/2008 (2:29 pm)
Creating dynamic lights in C Hi Tom, I'm still a little iffy on how things work in the engine apparently. I was creating the f... read more 12/15/2008 (2:13 pm)
Creating dynamic lights in C Hi Tom, You know, my first thought was that it was probably as simple as the materials, then I tr... read more 12/15/2008 (6:26 am)
Creating dynamic lights in C Actually, while trying to figure out how to do this I realized that registering lights for dynamic l... read more 12/15/2008 (12:42 am)
Creating custom materials in C Hi Tom, Thanks a bunch for the explanation. That's good and useful information. I think I got it ... read more 12/14/2008 (9:36 am)
Creating custom materials in C Okay, I see what's happening with the file path. In Material::onAdd it's setting the material's ... read more 12/13/2008 (11:54 pm)