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Kirk Longendyke's Forum Posts

Thread Post Date Posted
DynamicCubeMap Documentation/Implementation mismatch ? It's generating a reflective shot of the starting line dif wich is placed at a relative distance of ... read more 07/24/2007 (12:18 pm)
DynamicCubeMap Documentation/Implementation mismatch ? Rgr, and fixed the links. Again, not so much of an unworkarroundable complaint, as a 'by the way, wa... read more 07/23/2007 (1:19 pm)
When will the 1.02 out? @ stephen: [quote]I'm one guy, and I track the status internally of(as well as teach) 4 engines, man... read more 07/21/2007 (11:03 am)
When will the 1.02 out? Much apreciated. and for clarity, to go aaaaaalll the way back up to the first post there: static me... read more 07/21/2007 (10:46 am)
When will the 1.02 out? Well, attempting to continue to be as unbiased as possible here, considering (just as a way of keepi... read more 07/21/2007 (10:28 am)
How to reduce WheeledVehicle skidding Couple more tips: also found the antiswayforce for the springs can impact the inertia a bit, as well... read more 07/21/2007 (9:14 am)
Towards turning materials into materials Update on the *client-side* explosions bit, as a bit of a modification of the codebase posted htt... read more 07/20/2007 (5:26 pm)
When will the 1.02 out? Frankly, at this point, i'd agree with option c, if nothing constructive is going to come of this.... read more 07/20/2007 (5:12 pm)
When will the 1.02 out? Wow, go off and program for a few hours, and things turn uglier... So. um... a- are folks gonna sta... read more 07/20/2007 (5:03 pm)
When will the 1.02 out? Would it be overly inapropriate to suggest that renewing the old cvs system as a way of releasing th... read more 07/20/2007 (11:26 am)
Vehicle/Rigid Collision Fixes Interesting observation this end: working on another collision aspect at the moment, and ended up... read more 07/16/2007 (11:17 am)
Towards turning materials into materials ... or, completely contrary to what I was informed initally that made it seem a viable notion to to... read more 07/14/2007 (6:34 am)
Towards turning materials into materials Not yet, no. Was one of the things I was reffering to as sceneobject derivations though. If you w... read more 07/13/2007 (3:08 pm)
Towards turning materials into materials [quote] but I would highly suggest that TDN is a better format for posting a mini-tutorial like th... read more 07/13/2007 (9:37 am)
Towards turning materials into materials That knocks out 90% of what all we'll need to do, as explosions have 1- a special effect 2- a phys... read more 07/13/2007 (4:59 am)
Towards turning materials into materials Shapebase revisited: shapebase.h struct ShapeBaseData : public GameBaseData { [code] //add ... read more 07/13/2007 (4:59 am)
Towards turning materials into materials Now if you've followed along this far, youre likely thinking to yourself that this is pretty darned ... read more 07/13/2007 (4:58 am)
Towards turning materials into materials Aaaaaaaand finally: void WheeledVehicle::updateWheelParticles(F32 dt) alter [code] if (spee... read more 07/13/2007 (4:58 am)
Towards turning materials into materials Data storage: wheeledvehicle.h in struct WheeledVehicleTire: public SimDataBlock [code] //ad... read more 07/13/2007 (4:58 am)
Towards turning materials into materials You. Yeah, you in the back rolling your eyes. Time to wake on up, because now were getting to the fu... read more 07/13/2007 (4:57 am)
Towards turning materials into materials So ok. at this point, you've got a way to grab the material from an object. time to make that mean s... read more 07/13/2007 (4:57 am)
Towards turning materials into materials Shapebase Derivations: shapebase.h [code] //add #include "materials/materialList.h" #include ... read more 07/13/2007 (4:56 am)
Towards turning materials into materials First up, we'll be starting our spelunking session with the following thread as a guideline for the ... read more 07/13/2007 (4:56 am)
Reducing lightmap size in engine Higher light_geometry_scale makes for lower resolution lightmaps ie 65536 vs 32... read more 07/12/2007 (7:22 pm)
GuiObjectView, guiPlayerView [quote] [b]James Laker (BurNinG)[/b] If nobody objects I'll post the GuiObjectView for TGEA as a r... read more 07/03/2007 (3:20 pm)
Info on addmaterialmapping changes/use Lil of both, and apologies for same. gonna see if i can't roll something up for folks by end of next... read more 07/02/2007 (1:48 am)
Info on addmaterialmapping changes/use Since this is the public forums, I'll forgo tossing in the usual partially working code, but I can s... read more 07/01/2007 (3:12 pm)
Info on addmaterialmapping changes/use After a week of looking into alternate methods for doing this type of thing, I'm afraid I'm going to... read more 06/30/2007 (3:49 pm)
A call for "Getting Started" Tutorial Content Would verry much like to see 1- a writeup on how to link per-instance variables to the batched ma... read more 06/27/2007 (6:06 pm)
Change color at runtime for Material Stock only works with emissive turned on atm... on a related note: have yet to see on forums, docs, ... read more 06/25/2007 (3:51 pm)
Adding sound effects to movements Look on through your backend for how onImpact is used. should give you a working example of how to c... read more 06/25/2007 (1:10 pm)
Adding sound effects to movements Do you have a scripting callback for when you run the 'go here' commands ect? that'd be the simplest... read more 06/24/2007 (10:44 am)
TGEA setSkinName Preload = true; perhaps? know thats what i needed to add to get that other swapping rescource to wor... read more 06/23/2007 (5:01 pm)
Transparent textures/materials, OR deleting faces? You'd set up a transparency flag in the tgea material definition, and apply it to a texture with an ... read more 06/19/2007 (8:45 pm)
Trying to build TGEA with Advanced Camera... Only includes this end: .h: [code] #ifndef _ADVANCED_CAMERA_H_ #define _ADVANCED_CAMERA_H_ ... read more 06/19/2007 (10:31 am)
Rumors about TGEA and v1.2 We'll see what there is to see when we see it. Anything else is asking for stress.... read more 06/19/2007 (10:26 am)
Vehicle/Rigid Collision Fixes [quote]"Relativistic" refers to speeds approaching that of light. ie at least a billion jillion mile... read more 06/18/2007 (9:25 pm)
Vehicle/Rigid Collision Fixes At low *relativistic* velocities, yes. (meaning the things are traveling at a high clip, but not vs ... read more 06/18/2007 (6:41 pm)
Vehicle/Rigid Collision Fixes Right. and at the moment it's beahving properly at high speed collisions, and passing through at low... read more 06/18/2007 (8:50 am)
Vehicle/Rigid Collision Fixes Apologies for aparently not making myself clearer, re: [code] // Only interested in veloc... read more 06/18/2007 (7:53 am)
Vehicle/Rigid Collision Fixes Quick query, if I may. which codebase are you currently working off of at this point in time? mIsFin... read more 06/14/2007 (5:13 pm)
Vehicle/Rigid Collision Fixes Apologies: "and you would get stuck in the Vehicle::resolveCollision() loop." is precicely the issue... read more 06/12/2007 (2:42 pm)
Vehicle/Rigid Collision Fixes Tossed in the following for a quick-hack: [code] bool Vehicle::resolveCollision(Rigid& ns,Collisi... read more 06/12/2007 (1:51 pm)
Vehicle/Rigid Collision Fixes First up, let me say looking good so far, it *does* improve on the baseline alot... however... getti... read more 06/12/2007 (8:41 am)
Vehicle -> Vehicle Collision Dunno. might have been more obvious this end due to the 300 kph/ 186 mph relative velocities of thes... read more 05/30/2007 (7:04 am)
Vehicle -> Vehicle Collision Aaaactually... dunno if this is related, so much as also oddball... how'd we get from: [code] ... read more 05/30/2007 (3:45 am)
Vehicle -> Vehicle Collision Actually, noticed several side effect from implementing that as a quick check just now: a- the ho... read more 05/28/2007 (3:16 am)
GuiObjectView, guiPlayerView So... got good news, and bad news... got it working with the other rescource, but that deviates from... read more 05/21/2007 (5:56 pm)
GuiObjectView Problems Try getting rid of parentTrans.setPosition( subOffset ); inside void GuiObjectView::getObjectTransfo... read more 05/21/2007 (9:45 am)
Interpolation fov shifts with adv. cam? For the curious, turned out to need to place it a- in a differnet place, and b- with a diferent call... read more 05/18/2007 (11:50 am)