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Kyle Carter's Forum Posts

Thread Post Date Posted
Forest Pack Q&A Thanks for narrowing this down, Tek0. This probably explains why I was never able to get the problem... read more 08/19/2008 (11:46 am)
Forest Pack Q&A It does take over the scenegraph and mess with a lot of alpha state including the innards of DTS... ... read more 08/17/2008 (6:01 pm)
Sending Large Strings Via commandToClient/Server The key thing here is that you can't send large buffers because Torque's networking breaks everythin... read more 08/17/2008 (1:00 pm)
Forest Pack Q&A I think maybe I've become invisible...... read more 08/17/2008 (12:59 pm)
Forest Pack Q&A Looks like the alpha blending is getting messed up. Does Arcane FX patch DTS rendering or the sceneg... read more 08/16/2008 (11:21 pm)
Sending Large Strings Via commandToClient/Server Use TCPObject? Torque's networking is geared towards sending lots of little bits of info, because th... read more 08/16/2008 (9:02 pm)
Forest Pack Q&A There are other console log lines that indicate the value you should use. I believe the field is nam... read more 08/16/2008 (12:09 am)
Forest Pack Q&A Because so many allocations are required for trees, if you tell the forest ahead of time how many th... read more 08/16/2008 (12:02 am)
ObjectType - short of bits Why do you need so many bits? They're just there for making spatial queries a little easier and a fe... read more 08/14/2008 (1:44 pm)
Console Object, Now you see it, now you don't Try doing a full rebuild.... read more 08/14/2008 (1:42 pm)
Shading on DTS DTS shapes do not have lightmaps by default. The normals weren't right.... read more 08/12/2008 (4:57 pm)
Definition of long in writeLongString If you have arbitrary length strings and you need a simple solution, TCPObject is the way to go. Oth... read more 08/10/2008 (1:01 am)
Atlas Compression Test Hey - if it works, awesome. :) Also, most people have lots of disk space but little patience. Hav... read more 07/25/2008 (12:57 pm)
Atlas Compression Test Because Atlas is streamed in a separate thread it might be hard to do that. But if it works - that w... read more 07/25/2008 (12:39 am)
Error on exporting Atlas2 - Help It seems like it can't find your .chu file, based on the log. Are you low on disk space? Does the fi... read more 07/19/2008 (5:18 pm)
Terrain texture dump Sounds like a good plan. That would make a great resource, I'm sure a lot of people would get mileag... read more 07/19/2008 (5:17 pm)
Error on exporting Atlas2 - Help Are you using the plugin in L3DT or doing something from inside of TGEA?... read more 07/19/2008 (12:54 pm)
Libraries used? Objective-C is used for a few places that interface with OS X, as sometimes Obj-C provides more conv... read more 07/19/2008 (12:52 pm)
Terrain texture dump The texture data for blended terrains is generated on the fly (that's why it's blended and not a uni... read more 07/18/2008 (4:33 pm)
TorqueScript Question Most serious Torque devs I know use Torsion. I generally use TextPad with some syntax highlighting, ... read more 07/18/2008 (4:28 pm)
Does this present a Race Condition? Orion and Tim are right. I posted in http://garagegames.com/mg/forums/result.thread.php?qt=77090 too... read more 07/16/2008 (11:26 am)
PackUpdate mask doesn't reset As long as the dirty bit is set, packUpdate will continue to be set. The bit(s) are only cleared whe... read more 07/16/2008 (11:26 am)
Polysoup vs. DIF You can also put a return up at the top of InteriorInstance::castRay and the functions to get the po... read more 07/12/2008 (11:49 pm)
Polysoup vs. DIF @Bobby: Yup - exactly. @Mike: I think you'll find that if you place similarly complex interiors w... read more 07/04/2008 (11:17 pm)
Polysoup vs. DIF No lightmaps on the DTS polysoup currently. You can do stuff to make you levels look good anyway but... read more 07/04/2008 (2:22 pm)
Polysoup shadows Can you post screenshots of the issue?... read more 07/04/2008 (2:20 pm)
Bitstream Assistance please You might want to check out Ed Maurina's new book, as it goes through the Torque startup sequence in... read more 07/02/2008 (11:43 am)
MegaTerrians Error I bet if you turn up your game's resolution to be 1024 will work ok as a starting value... (Not a sh... read more 06/28/2008 (1:54 pm)
Constructor source Another factor to consider is that Constructor is based on the Torque codebase... so it would have t... read more 06/12/2008 (11:50 pm)
TCPObject Response Delay Or you might add a flag on TCPObject (to notify you on every TCP input event or just on newline). ... read more 06/12/2008 (3:10 pm)
Regex in TGE PS - there are several other good regex libraries out there that don't bring in chunks of STL and Bo... read more 04/20/2008 (10:39 pm)
Dynamic Vars added to engine, but not working. You have to use addField to add it. Look at initPersistFields() and you should get the idea. Look at... read more 04/17/2008 (11:16 pm)
TGEA 1.7.0 Beta 2 Bug - Atlas unique terrain clipmap recentering More than 2^16 triangles in a chunk? (Definitely a bug in the code, but as an aside, you're proba... read more 04/17/2008 (1:03 am)
TGEA 1.7.0 Beta 2 Bug - Atlas unique terrain clipmap recentering Incidentally, "Wat" means "Wait." :) Nope, most cards give you swizzles for cheap or free. My und... read more 04/13/2008 (3:28 pm)
TGEA 1.7.0 Beta 2 Bug - Atlas unique terrain clipmap recentering Wat, can't you just throw a .abgr in there and get the swizzling for very cheap? Most shader HW has ... read more 04/12/2008 (10:46 am)
TGEA 1.7.0 Beta 2 Bug - Atlas unique terrain clipmap recentering Compressing DXT on the fly tends to be a bit of a losing proposition. It's hard to get good quality ... read more 04/11/2008 (1:00 pm)
TGEA 1.7.0 Beta 2 Bug - Atlas unique terrain clipmap recentering Earlier versions of Atlas used DXT. DXT is good. But it's big and hard to compress further, so it ma... read more 04/10/2008 (9:54 pm)
Easter Eggs? I remember citadel!... read more 04/10/2008 (5:12 pm)
TGE 1.5.2 and mConnectSendCount So it's not initialized at all anywhere?... read more 04/10/2008 (5:10 pm)
TGEA 1.7.0 Beta 2 Bug - Atlas unique terrain clipmap recentering Oh yeah - what are the relative times for each of those steps?... read more 04/10/2008 (5:00 pm)
TGEA 1.7.0 Beta 2 Bug - Atlas unique terrain clipmap recentering The profiler should be able to do profiling on threads. Or at least, at one time there was a version... read more 04/10/2008 (4:59 pm)
TGEA 1.7.0 Beta 2 Bug - Atlas unique terrain clipmap recentering Oh yeah - that debug control is really shaping up, wish I had that when I was writing Atlas! It's al... read more 04/09/2008 (4:18 pm)
TGEA 1.7.0 Beta 2 Bug - Atlas unique terrain clipmap recentering Hey Rene, Orphaned Stubs - hmm, weird. They should be taken out of loading if they're not being l... read more 04/09/2008 (4:17 pm)
TGEA 1.7.0 Beta 2 Bug - Atlas unique terrain clipmap recentering PS - I think there's a copy of GPG7 that will be winging its way to you sometime soonish... More on ... read more 04/09/2008 (12:35 am)
TGEA 1.7.0 Beta 2 Bug - Atlas unique terrain clipmap recentering It's always remarkable to me how broken code can be and still "seem" to be working. Until you can me... read more 04/09/2008 (12:35 am)
TGEA 1.7.0 Bug: atlasGenerateTextureTOCFromLargeJPEG crashes Thanks for taking care of this Rene! (This bug exists because at one time only a single "image pl... read more 04/07/2008 (9:29 pm)
Torque on iPhone plausible? I suspect - and I don't speak as a policy maker on this so don't go quoting this back to anybody as ... read more 04/07/2008 (9:23 pm)
TGEA 1.7.0 Beta 2 Bug - Atlas unique terrain clipmap recentering Cool stuff. Do you see a big deserialization speed difference between release and debug builds? ... read more 04/07/2008 (5:50 pm)
TGEA 1.7.0 Beta 2 Bug - Atlas unique terrain clipmap recentering Do be careful about jumping at shadows... a few minor imperfections are OK, since almost no one will... read more 04/06/2008 (10:36 pm)
TGEA 1.7.0 Beta 2 Bug - Atlas unique terrain clipmap recentering I think you can get a pretty good student discount on it. Maybe check with your school's bookstore. ... read more 04/05/2008 (11:54 pm)