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Manoel Neto's Forum Posts

Thread Post Date Posted
How can i use hardware instancing in Beta2? @Tom: yeah, I guess clipping in the shader to make each instance output only to a specific MRT would... read more 08/12/2010 (4:59 pm)
How can i use hardware instancing in Beta2? It would be nice if we could use instancing to somehow draw all 4 PSSM splits in a single pass using... read more 08/12/2010 (1:44 pm)
T3D 1.1 Beta 2 - Anti-Aliasing in Advanced Lighting causing rendering issues - LOGGED AA should be disallowed internally when using AL. At the very least, the internal renderer should tr... read more 08/12/2010 (1:31 pm)
T3D 1.1 Beta 2 - Advanced Lighting Fails to initialize - CONFIRMED I had this issue. Turned out I installed T3D in a folder where normal users couldn't write, causing ... read more 08/11/2010 (4:19 pm)
RayCasting to Identify an Object in remote You need a small source code change to do the raycast directly in the client, though, since the cont... read more 08/10/2010 (12:19 pm)
Torque 3D Vs Individual Pro or Studio Pro There are no difference in technical features. It's the licensing that is different. Studio is li... read more 08/08/2010 (11:14 pm)
What's the point of the web plugins? The LibCURL resource is a good starting point for downloading assets. However, it has a few issues: ... read more 08/06/2010 (8:42 pm)
addMesh and MultRes, etal "LODs", also 'skinned meshes' oddity If your mesh is skinned, I think you should add it to the scene root and not parent it to some node,... read more 08/05/2010 (5:51 pm)
Raycasting Not working in remote The script function ContainerRayCast() always casts a ray on the server container (aka: the server o... read more 08/05/2010 (12:55 pm)
[BUG] SimObjectPtr + Vector + VectorResize = heap corruption? - LOGGED Yeah, I forgot about SimObjectPtr members. Those would go unnoticed. The problem with the self ch... read more 08/05/2010 (12:42 pm)
T3D 1.1 Beta 2 - Poor frame rate until sound is played - RESOLVED Ah, this explains why my framerate was low (40~50fps in Deathball compared to 180+fps in 1.1b1). ... read more 08/05/2010 (12:16 pm)
[BUG] SimObjectPtr + Vector + VectorResize = heap corruption? - LOGGED The problem is: when would the self-move check be performed? The SimObjects don't know anything abou... read more 08/04/2010 (1:34 pm)
view distance, poly management and power saving You can also "group" the objects you want to load/unload in prefabs. This makes it easy to... read more 08/03/2010 (6:01 pm)
[BUG] SimObjectPtr + Vector + VectorResize = heap corruption? - LOGGED Just a brief on how SimObjectPtr works: The SimObjectPtr contains a pointer to a SimObject. You y... read more 08/03/2010 (5:15 pm)
[BUG] SimObjectPtr + Vector + VectorResize = heap corruption? - LOGGED @Tobias: did you test that code? I'm asking because the Torque Vector<> template's resize func... read more 08/02/2010 (1:01 pm)
Torque 3D Status - 7/29/2010 Merging is much easier if you proceed like Jameson said: 1) identify every source code changes yo... read more 07/30/2010 (12:38 pm)
T3D Shader Development Your vertex shader isn't writing the vertex screen coordinates to TEXCOORD1: [code] struct VertD... read more 07/29/2010 (1:48 pm)
Where is lightinfoUncondition defined? It is generated by the engine and should be in autogenConditioners.h alongside the other procedural ... read more 07/29/2010 (1:34 pm)
Torque 3D Status - 7/29/2010 Since there are some substantial changes, I agree it was a good idea to get it out already, since me... read more 07/29/2010 (1:27 pm)
Image state - When does the server send information? There's very little network synchronization between Images: they depend entirely on the triggers to ... read more 07/28/2010 (6:23 pm)
MountObject versus MountImage: network difference? Mounting objects use a lot more bandwidth: objects have position, velocity, animation and probably o... read more 07/28/2010 (6:16 pm)
T3D Shader Development I haven't used custom materials in T3D yet, but if you want lighting, I assume you need to: 1) In... read more 07/28/2010 (5:04 pm)
Torque 3D Status - 6/30/2010 We need a Torque version of this: [url]http://developer.valvesoftware.com/wiki/Valve_Time[/url]... read more 07/28/2010 (2:42 pm)
Script file update/online compilation Just spend a month coding in VBScript, and your semicolon habits will be ironed out without problems... read more 07/28/2010 (1:04 pm)
Torque 3D Embedded Browser (WebKit) I prefer it to be a drop-in resource, or something you can enable/disable using the projectCode.conf... read more 07/27/2010 (10:06 pm)
Asynchronous MySQL++ for T3D ? Isn't it a bit dangerous to have an application make direct queries to a remote database like that? ... read more 07/27/2010 (9:41 pm)
1.1 beta is slower at AL than 1.0.1? I think the terrain is casting shadows in 1.1b, while it didn't in 1.0.1. This can cause a significa... read more 07/27/2010 (9:38 pm)
Script file update/online compilation Really, you're the first person I've seen that uses semi-colons that way.... read more 07/27/2010 (1:01 pm)
Script file update/online compilation AFAIK you're not supposed to put ";" after if/else or loops in C++ either (although the co... read more 07/26/2010 (9:10 pm)
How to draw the outline of text characters @Christian: an outlined font doesn't solve the problem because such fonts are "hollowed" o... read more 07/26/2010 (8:11 pm)
How to draw the outline of text characters It's not an elegant solution, but it works: render the same text 8 times using the outline color and... read more 07/26/2010 (1:01 pm)
difference between Bound & Collision? The bounds' main purpose is to define the visibility bounding box. The model is only rendered if the... read more 07/22/2010 (12:37 pm)
Shader compilation errors when using SM 2.0 @Jeff: you can make the same shader code behave differently for different shader versions using this... read more 07/21/2010 (4:21 pm)
With the impending end of cpu speed increase, is there any plans for a threaded T3D? [quote] Specifically with character skinning both Pat Wilson and I have implemented a threaded vers... read more 07/20/2010 (7:37 pm)
Question about $timeScale on dedicated server. No global variables ($timescale included) are automagically synchronized between server and clients.... read more 07/20/2010 (7:30 pm)
With the impending end of cpu speed increase, is there any plans for a threaded T3D? I have been thinking about threading some parts of Torque as a side project. Moving the entire thing... read more 07/17/2010 (8:59 pm)
Huge framerate drop when moving - LOGGED Decals shadows are quite expensive if you cast them on detailed collision geometry. They are an extr... read more 07/03/2010 (7:51 pm)
side-scrolling and player's path The cleanest way would be doing source changes to force the player to always move along a path. The ... read more 07/02/2010 (7:43 am)
Altering apparent camera brightness in-game As Hans said, a Post Effect is the ideal way to do it. You need zero source changes to do it.... read more 06/28/2010 (2:52 pm)
Hardware mesh instancing Yes. The transform will be handled by the instancing, and vertex-shader deformations work on each in... read more 06/25/2010 (10:06 am)
Basic Lightning vs. Advanced Lighting @Chris and Maxim: The collision_* and detail_* are only necessary if you're exporting to DTS directl... read more 06/25/2010 (10:03 am)
Basic Lightning vs. Advanced Lighting Ah, the MB file was seved form Maya 2010, and just now I noticed Cai's file was in 2008 format. So a... read more 06/24/2010 (2:47 pm)
Basic Lightning vs. Advanced Lighting @Andy: I just took a good look into the collision code. Even collision meshes use triangle-based col... read more 06/24/2010 (6:38 am)
Basic Lightning vs. Advanced Lighting @Cai: I'll look into the model now. About collision meshes, I just looked at the source code used by... read more 06/24/2010 (4:41 am)
Synchronising the time between server and clients and daytimer When the client connects, send a commandToClient() to it with the current server daytimer time, and ... read more 06/23/2010 (5:18 am)
Accessing global variable client-side Even for single player games, it is good practice to use commandToClient/commandToServer and keep cl... read more 06/23/2010 (5:11 am)
Accessing global variable client-side I assure you it never worked. For it to work Torque would need to have code auto-magically syncing v... read more 06/22/2010 (1:04 pm)
Accessing global variable client-side That's not supposed to work. You need to use commandToClient() and commandtoServer() to pass script ... read more 06/22/2010 (11:47 am)