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Dean Calver's Forum Posts

Thread Post Date Posted
TGEA and stl string issue Could it be a lifetime issue? is the std::string being destroyed before being copied or something si... read more 04/06/2009 (4:32 am)
TGEA and stl string issue I think your right stl_fix isn't required, I successfully added a std:string and std::vector to Torq... read more 04/04/2009 (4:55 am)
Crash in 1.8.1 on mac in Template You can also change the AssertFailed to a AssertWarn, as its not a fatal error and makes the engine ... read more 04/04/2009 (1:09 am)
Installing TGEA on a mac Their isn't the equivalent to SetupNewProject.exe on the Mac at the moment, however its fairly simpl... read more 04/03/2009 (7:37 am)
Books So the pipeline would be 1) we write something 2a) convert/get it into a MediaWiki (possible run o... read more 04/01/2009 (3:00 pm)
Books Happy to help write some docs :) Okay I write them in Scrivener which can output them in most form... read more 04/01/2009 (2:19 pm)
Books Well yes, clearly published articles have a different level of grammar required than a forum post :P... read more 04/01/2009 (4:43 am)
TGEA and stl string issue As the original author of stl_fix many years ago, I'll have a look to see if I can work out a new fi... read more 04/01/2009 (1:50 am)
Books I've been going through my internal notes that I've been taking about Torque for the last 5 years or... read more 04/01/2009 (1:42 am)
-> 1.8.1 migration info collection @deepscratch: PrimBuilder doesn't use a vertex type with normals, hence no current support for dyn... read more 03/29/2009 (7:42 am)
Remember Xcom? IANAL XCOM is a complex IP minefield. The other issue is that XCOM brilliance is all the balancing... read more 03/29/2009 (2:38 am)
Anisotropic Filtering and FSAA via web? The control panel stuff doesn't care what the app is or how it was running (it only cares to fix the... read more 03/26/2009 (12:00 pm)
First! I am not a number :P... read more 03/25/2009 (2:30 am)
Hellz yea! I'm anxious! Nice one GG :)... read more 03/25/2009 (2:28 am)
Torque 3D? Hmmm But from the Torque3D info screen, they are still doing a "standard" version for $250... read more 03/24/2009 (11:55 am)
Problems with STL Stl_fix.h requires a patch to the memory manager. I haven't done a seperate resource yet but Tho... read more 03/23/2005 (1:28 pm)
No DEVC++ port? The Visual Studio 2003 optimising compiler is availible free of charge off MS website you can't use ... read more 10/17/2004 (3:37 am)
HDR Rendering? Sorry for the delay (been busy with other things), I've hit a snag with getting the OpenEXR added to... read more 09/22/2004 (2:42 pm)
HDR Rendering? Pat: Float buffers are unclamped so any pixel shader can get access to the values and can store the... read more 06/25/2004 (5:05 am)
HDR Rendering? I'm slowing adding the float and high precision integer formats that are really nessecary for HDR. I... read more 06/22/2004 (6:06 am)
DirectX beta? I've only ever used TSE on the beta and it works fine. Only thing you might notice is the SDK instal... read more 06/18/2004 (10:01 am)
Visual C++ 2003 does not optimize ?!? Select all the C++ files in the project and then right click properties.... read more 06/12/2004 (11:27 am)
Visual C++ 2003 does not optimize ?!? I think you have mis-understand the EULA, 'for your internal use' means you can use the compiler int... read more 06/11/2004 (11:53 pm)
Informal survey: reason you got interested in Torque? I've written a fair few engines professional and I'd written my own home engine for a game me and a ... read more 06/07/2004 (3:00 am)
Few questions/suggestions Brian - I was purely talking about the API rather than things being used by the higher level code.... read more 06/05/2004 (7:31 am)
I just bought TSE!!! Me too, very impressed.... read more 06/05/2004 (2:01 am)
TSE Demo Performance and Feedback OpenGL has no major speed advantages as an API (there is some for lots of object due to its driver m... read more 06/04/2004 (1:17 am)
@#$@# Eidos! As another one from the industry, I have to agree with Brian, Phil, Jeff, etc. that what stinks is t... read more 06/01/2004 (3:17 pm)
Unreal 3 Engine Glad to hear Torque doesn't use a BSP renderer :-). Heard a few people refer to DIF being BSP based,... read more 05/18/2004 (1:25 pm)
Unreal 3 Engine No modern GPU based renderer use BSP techniques, its completely the wrong approach. Any thing that s... read more 05/18/2004 (4:33 am)
First Person Weapon Model? I've (almost) managed to do it. The basic approach is to add two shapeData structures to ShapeBaseIm... read more 05/16/2004 (11:30 am)
TSE - Shader 3.0 Worth noting that you can have split shader models (VS 3 but only PS 2.x). Which gives you IMO the r... read more 04/30/2004 (3:47 pm)
Weapon States O.k. I'll have a go a making a resource of it tonight. Shouldn't be too hard... read more 04/15/2004 (7:08 am)
Alternate Weapon Fire I did it by adding a second trigger state to the C++ code and then using that state in script.... read more 04/15/2004 (7:07 am)
Weapon States I added a second fire trigger to our state system, was fairly easy. Most of the work is in shape... read more 04/15/2004 (4:24 am)
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