Kyle Carter's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| TGE, TGEA, T3D... Atlas Removal .. Should I be worried?? | Bill is right - ChunkedLOD is the inspiration for the geometry. Future tech is based off of Blow's U... read more | 02/27/2009 (10:20 am) |
| TGE, TGEA, T3D... Atlas Removal .. Should I be worried?? | Atlas is good for large datasets, importing stuff from GIS or heightmaps or L3DT etc. It supports lo... read more | 02/26/2009 (7:44 pm) |
| Status of TDN | I wrote most of that code originally, and you now have an e-mail in your inbox indicating my willing... read more | 01/28/2009 (6:15 pm) |
| Using a %Var to get a Object field? | You can also do %this.array[%i][%field] IIRC.... read more | 01/25/2009 (8:59 pm) |
| Continuous / Bullet Collision Detection | Cast a ray from the bullet's old position to its current position. Works good.... read more | 01/19/2009 (9:41 am) |
| 250 dollars for support ticket per hour? | The same thing they do with the "profit" they make on each copy of Torque... get more empl... read more | 01/14/2009 (3:55 pm) |
| 250 dollars for support ticket per hour? | It's not like the guy doing the work is pocketing that. :P It's that it's official, GG support. S... read more | 01/14/2009 (1:37 pm) |
| 250 dollars for support ticket per hour? | [quote]I'm sure someone could find the answers in the forums.. or offer alot less to someone if they... read more | 01/14/2009 (1:19 pm) |
| Multiple geometry files in a Atlas file | Cool... :)... read more | 01/14/2009 (1:16 pm) |
| 250 dollars for support ticket per hour? | If you were willing to pay $250/hr for someone to add a feature... say rewriting DIF import... that'... read more | 01/14/2009 (11:18 am) |
| 250 dollars for support ticket per hour? | If I were running a business and planning support options, having an "overpriced" engineer... read more | 01/14/2009 (10:37 am) |
| Multiple geometry files in a Atlas file | It seems like it would be easier to just have two AtlasInstances in the game world? What's the benef... read more | 01/13/2009 (8:34 pm) |
| Multiple geometry files in a Atlas file | Hmm, strange issue. Maybe the TOC doesn't have its chunk positions filled in properly? Could be an i... read more | 01/13/2009 (1:24 pm) |
| Building Double-precision Torque | Overriding F32 to be a double will be problematic because the convention is that an F32 is a 32 bit ... read more | 01/13/2009 (12:20 pm) |
| Multiple geometry files in a Atlas file | You should be able to store any combination of resource TOCs in an Atlas file. Have you tried lookin... read more | 01/13/2009 (12:16 pm) |
| More than 31 object types?? | A typedef is a good idea. But your explanation made it sound like there would be more to it than tha... read more | 01/04/2009 (12:52 pm) |
| More than 31 object types?? | Ah hah... That's pretty terrible. :) What's the downside of the U64 fix? (Other than that it's no... read more | 01/03/2009 (11:54 pm) |
| Getting an .atlas file into the game | There is a tool to automatically build projects, and I think it is included in the 1.8 release. That... read more | 01/03/2009 (11:10 pm) |
| More than 31 object types?? | Even a complex game shouldn't need that many bits. But you could always change the object type stuff... read more | 01/03/2009 (11:08 pm) |
| SFX Documentation | Protip: Most people in the western world are on vacation on Christmas day (Dec 25). Worst case you m... read more | 12/26/2008 (11:00 pm) |
| Do we really need to recenter clipmaps each frame? | The issue is how the hardware will sample from the textures. If you bound them all and had a shader ... read more | 12/23/2008 (5:07 pm) |
| Do we really need to recenter clipmaps each frame? | It'll be cool to see what you come up with!... read more | 12/23/2008 (4:42 pm) |
| Do we really need to recenter clipmaps each frame? | Oh yeah - also a big limiting factor is Shader Model 1/Fixed Function support, since that means you ... read more | 12/23/2008 (12:20 pm) |
| Do we really need to recenter clipmaps each frame? | It already maintains several textures, one for each clip map stack entry. You might want to check ou... read more | 12/23/2008 (11:20 am) |
| Do we really need to recenter clipmaps each frame? | Threading the upload would be interesting. You would have to be careful that the synchronization ove... read more | 12/23/2008 (9:36 am) |
| Do we really need to recenter clipmaps each frame? | Hmm... That's an interesting idea. In the context of a blended clipmap: Right now the clipmap is... read more | 12/23/2008 (1:26 am) |
| Do we really need to recenter clipmaps each frame? | If it looks good, you're fine. The only downside is, as you say, it might get a bit blurry now and a... read more | 12/22/2008 (5:11 pm) |
| Get no of polygon in GuiObjectView object | The GuiObjectView has a reference to a TSShapeInstance. If you dig around in there you can find refe... read more | 12/21/2008 (7:14 pm) |
| Void ProcessList::advanceObjects() | The list is sorted based on some dependency knowledge. Ie if object A depends on the state of object... read more | 12/21/2008 (7:13 pm) |
| Void ProcessList::advanceObjects() | ProcessList keeps track of objects that need to get called as time goes by, and does this. It is a l... read more | 12/21/2008 (4:44 pm) |
| Does two-sided materials double my model's polycount? | Always be sure to measure FPS before/after the change if you are concerned about performance.... read more | 12/21/2008 (4:39 pm) |
| FPSC has simple physics, why can't Torque? | PhysX is a good SDK but it requires a big runtime (and doesn't support all platforms). 80mb added to... read more | 12/20/2008 (5:14 pm) |
| Terrain Editor | Just check out the TGE TerrainBlock save/load code. It's pretty straightforward, and the info is gua... read more | 12/15/2008 (9:37 am) |
| Direct Connection | Connect("yourip"); IIRC.... read more | 12/09/2008 (3:34 pm) |
| How do I read the iTBG console.log off iPhone? | In standard Torque, there are several good tools (http://tdn.garagegames.com/wiki/TorqueScript/IDE/G... read more | 12/08/2008 (5:03 pm) |
| How do I read the iTBG console.log off iPhone? | If you can telnet to the iPhone, you can watch the console via the telnet debugger. Might be more re... read more | 12/08/2008 (3:47 pm) |
| Is FileStream threadsafe? | Ahahah - isn't it always something like that? Glad it was helpful for you. :) Good luck w/ your t... read more | 12/04/2008 (1:43 pm) |
| Is FileStream threadsafe? | If you only access it from a single thread it ought to be ok. Assuming that no code it touches is th... read more | 12/04/2008 (11:10 am) |
| TGEA 1.8 Beta and GFX->setTextureFactor() | Couldn't you set a pixel shader constant instead?... read more | 11/26/2008 (11:12 am) |
| GameConnection and initPersistFields madness | Done a clean rebuild? It looks like there's memory corruption, which might be due to a mismatch in t... read more | 11/21/2008 (2:24 pm) |
| NetConnection from NetObject | GetRPSSourceConnection will return NULL, as the header explains: [code] 248 /// Returns the... read more | 11/20/2008 (10:47 am) |
| GetRealTime() vs. getSimTime() - drift | Is the delta mostly-constant or does it vary over time? If it holds steady with variance on the orde... read more | 11/13/2008 (5:37 pm) |
| Loading Times - Any Tips? | Well, you still might want to try and compare - if script load is taking 20sec, SOMETHING is taking ... read more | 11/11/2008 (11:54 pm) |
| Loading Times - Any Tips? | One easy way to speed up script loading is to compile everything into one big DSO. You can pretty mu... read more | 11/11/2008 (10:09 pm) |
| Extract lighmaps from the .dif and store in regular images ? | They're written out as plain PNGs. So should be easy to change map2dif (or even add code to the Inte... read more | 10/09/2008 (2:34 pm) |
| O Memory - Testing with Simobject | It's the runtime for Flash's scripting language, which is basically typed javascript, and the mozill... read more | 08/23/2008 (4:38 pm) |
| O Memory - Testing with Simobject | I'd go with a well known well supported scripting language with lots of helpful libraries. The goal ... read more | 08/23/2008 (4:06 pm) |
| O Memory - Testing with Simobject | Property values may be kept locally copied. How are you measuring memory usage, by the way? Torque's... read more | 08/23/2008 (3:18 pm) |
| Forest Pack Q&A | The MK actually modifies a bunch of rendering code. So it's at least as big a change as AFX, really ... read more | 08/20/2008 (12:35 pm) |
| Sending Large Strings Via commandToClient/Server | Hmm... Would that help with the string transfers, though? It seems like that might indeed fit better... read more | 08/19/2008 (2:51 pm) |