Mz's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| RAM issues | [quote]But the framerates are the same with and without lightmaps, what leds me to think that the ac... read more | 03/08/2005 (12:15 pm) |
| Microsoft, DirectX and manipulating the market... | Ah-ha! Yes, I agree, 9X is less stable. [quote]No, they really aren't. They're driving the same h... read more | 03/02/2005 (2:28 pm) |
| Dedicated Client? | The point is, you'd also need to edit a lot of the code to add #ifdefs and so on - it's not going to... read more | 03/02/2005 (11:29 am) |
| Microsoft, DirectX and manipulating the market... | [quote]OpenGL may be more debugger-friendly on 9x, but it's inherently much less stable overall.[/qu... read more | 03/02/2005 (11:27 am) |
| What happens if? (Terrain question) | Just to make it crystal clear: even though a block of terrain might be rendered multiple times in di... read more | 03/01/2005 (1:58 pm) |
| Math Needs | Geometery and Trigonometry are prerequisites for learning Calculus and Linear algebra - so yes, you'... read more | 02/28/2005 (8:31 am) |
| DTS: max texture res? how many textures? performance? | [quote]how much of a performance hit would it be to add at least a seperate 256x256 texture for some... read more | 02/24/2005 (9:01 am) |
| Optimizing Torque for hundreds of players? | Linux/Unixes tend to schedule by process, so you're right there. But NT derived kernels (NT4, Win... read more | 02/22/2005 (11:13 am) |
| Question about Torque Engine. | There's no technical reason you can't build maps for Torque in it. But you will have to spend tha... read more | 02/16/2005 (12:35 pm) |
| Hello and question: creating levels w/o QuArK? | Is it? I've never really looked at Delphi. I do know that the QuArK developers have said that the... read more | 02/16/2005 (10:01 am) |
| Hello and question: creating levels w/o QuArK? | [quote]Cus if it's just a Platform/Pascal issue[/quote] As mentioned earlier in the thread, QuArK... read more | 02/16/2005 (6:39 am) |
| Destructable interiors | The PC - I've never seen the console port. You couldn't blow up all the walls - that'd just encou... read more | 02/15/2005 (1:25 pm) |
| Replacing Torque's renderer | It's easy enough to change the actual rendering - I was able to CG shaders to Torque in a weekend, w... read more | 02/15/2005 (1:22 pm) |
| Thinkin about using torque, but first some questions :-) | Torque isn't really designed to be controlled with C++ code. If you want to write your game code in ... read more | 02/14/2005 (12:17 pm) |
| Destructable interiors | I believe Red Faction used this technique to implement destructable levels.... read more | 02/10/2005 (10:51 am) |
| FORTRAN 2-3 times faster than C++ | There are language features that can make 'X language is faster than Y language' a true statement - ... read more | 02/09/2005 (1:32 pm) |
| BSP support | Ah, you mean the poorly named BSP file format used by Quake engine games. Torque doesn't use thos... read more | 02/09/2005 (11:02 am) |
| Structs with funcs | The other difference is that structs use public inheritance by default. People don't like to put ... read more | 02/09/2005 (7:34 am) |
| The difference between a POLY and a TRI | If I recall correctly, Max counts polygons as polygons, not necessarily triangles or quads. A lot... read more | 02/04/2005 (12:29 pm) |
| The difference between a POLY and a TRI | Polygon (like 'face' by the by) is a generic term. It could mean a triangle, or a square, or a penta... read more | 02/04/2005 (12:24 pm) |
| Torque game engine licence | Well, he probably shouldn't send over copies of the documentation that deals with source code either... read more | 02/03/2005 (1:14 pm) |
| ORIGIN texture? | If I recall correctly, the Origin Brush was made a brush (in HL) so that you could group it with oth... read more | 02/01/2005 (10:53 am) |
| Fix for zfighting on non-mapped interior materials | Well, the current generation cards actually don't have a fixed function pipe anymore - they emulate ... read more | 01/23/2005 (5:02 pm) |
| Transparent Textures in Quark | There are resources that accomplish this, with varying degrees of success.... read more | 01/23/2005 (10:51 am) |
| Programming rates general discussion | Y'know, I'd much rather do games work for free/royalties than for minimal pay. Why? Free work mea... read more | 01/20/2005 (7:28 am) |
| Time to show EA and the NFL who is really in charge here | [quote]But the federal courts and FTC have more important things to do than chase after businesses t... read more | 01/20/2005 (7:13 am) |
| Altering render pass? | You don't need a second camera, you just need to change the fov (field of view) to get a zoom effect... read more | 01/19/2005 (11:07 am) |
| Altering render pass? | Numbers 1 and 4 you can probably do with HUD elements. Number 2 you just need to add a light, or ... read more | 01/19/2005 (10:10 am) |
| How can a bot can turn smoothly like splines on a path? | If you're going to go far as modifying how the aiMove is generated, just use your path points as the... read more | 01/18/2005 (11:26 am) |
| Question about level editing valve 220 | I'm pretty sure that Bezier patches aren't in the valve 220 format, but they'd be in the quake 3 .ma... read more | 01/18/2005 (10:15 am) |
| Torque Game Engine Lens Flares | This is semi off topic, but I'm curious. What is with the fascination with lens flares in games? ... read more | 01/17/2005 (7:35 am) |
| Irritating rendering artefact | Are you running in 16 bit mode? If it's really Z-fighting, switching to 32 bit should get rid of ... read more | 01/15/2005 (8:54 pm) |
| Goodbye and Good Riddance to QuARK... any other suggestions? | True, but it's unclear if they can retroactively change the license on previously distrubted softwar... read more | 01/14/2005 (10:49 am) |
| Goodbye and Good Riddance to QuARK... any other suggestions? | There are versions of WorldCraft around that didn't have a click through EULA - I don't remember if ... read more | 01/14/2005 (10:27 am) |
| 3DGPAi1 VS official Torque Engine | You could replace it with your own version of the engine, but you'd lose the changes made to the boo... read more | 01/14/2005 (7:42 am) |
| EA + NFL = Monopoly | [url=http://gamesindustry.biz/content_page.php?aid=6210]EA has also secured an exclusive deal with t... read more | 01/12/2005 (2:10 pm) |
| Must I really recompile the entire project? | 'make clean' deletes all the intermediate files from the compliation process. You should only have t... read more | 01/12/2005 (2:07 pm) |
| PayPal | Do a few web searches, and you'll find a lot of stories like the one Stephen just shared. Treat p... read more | 01/12/2005 (12:46 pm) |
| Vertex-level animation | Right. 'Tweening' refers to the generation of the frames in be'tween' the keyframes.... read more | 01/10/2005 (7:54 am) |
| Fix for translucent materials on interiors | Sorting issue? You need to sort the transparent faces by depth before rendering. I can't remember if... read more | 01/07/2005 (7:14 am) |
| How to Fix Triangle Strips? | With the usual caveat, on current hardware. The older a card you can dredge up, the more differen... read more | 01/05/2005 (1:14 pm) |
| Beziers in Quark | Are you set up for Torque, or for Quake 3? Beziers are a Quake 3 feature.... read more | 01/04/2005 (8:43 am) |
| Noob easy question - Directory searching | IIRC, on windows you can use the FindFirstFile/FindNextFile family functions for this. Look 'em up o... read more | 12/30/2004 (11:27 am) |
| PCI Express | All I can say is, be sure to check independent benchmarks as well as nVidia's specs. :)... read more | 12/30/2004 (6:09 am) |
| Semi-random thoughts about terrain deformation | I hate to state the obvious, but are you sure you aren't inadvertently casting something to an int s... read more | 12/29/2004 (4:55 pm) |
| PCI Express | Right now, they're about the same as AGP, honestly. Unless you're interested in the Dual card/SLI st... read more | 12/29/2004 (12:03 pm) |
| Dynamic Animation? | Well, you could, but it's more complicated than that if you want it to look good when you've got ter... read more | 12/29/2004 (10:46 am) |
| Dynamic Animation? | Inverse kinematics is the determination of the angles of joints based on the position of the end-eff... read more | 12/29/2004 (10:12 am) |
| Use Excel to create C++ applications | Sure - if you have a lot of spreadsheets that take a long time to run. This is just converting sp... read more | 12/28/2004 (11:21 am) |
| Contentpack: Crates | Very nice, but please, [url=http://web.archive.org/web/20040217175650/www.oldmanmurray.com/features/... read more | 12/28/2004 (11:11 am) |