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) |