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Kyle Carter's Forum Posts

Thread Post Date Posted
TGEA MS 4.2 Release Can you get a call stack?... read more 02/06/2007 (3:01 pm)
TGEA MS 4.2 Release If you do an optimized debug build, what do you get? (ie, release with debug symbols) What does t... read more 02/06/2007 (2:13 pm)
Extreme slowdown after clean install Can you check that the RSS feed is coming through for you ok? Also, it should only attempt RSS reads... read more 02/02/2007 (11:50 am)
Using Arranged Connections to punch through firewalls and router That code looks to be taking the current net address the connection is using, and send both it and t... read more 02/02/2007 (11:48 am)
100% CPU Usage Normal with Dedicated Issue #2613 - noted! Thanks for the write-up - very very helpful!... read more 01/31/2007 (6:20 pm)
TGEA MS 4.2 Release Also - detail texture has been added & works properly. Can you e-mail me directly about the Atlas is... read more 01/29/2007 (8:18 am)
Using Arranged Connections to punch through firewalls and router Hey, only thank me if my suggestion works. ;) Does it?... read more 01/29/2007 (8:17 am)
TGEA MS 4.2 Release Specifically: the first is because MS decided that using strcmp is bad in servers. (That code is nev... read more 01/29/2007 (8:17 am)
TGEA MS 4.2 Release Guys - to clarify on this point since it seems to be confusing to many: Atlas bug fixes are high ... read more 01/28/2007 (9:08 pm)
Using Arranged Connections to punch through firewalls and router Hmm - what should happen for a succesful punch is: Each end of the connection should get two addr... read more 01/28/2007 (4:59 pm)
TGEA MS 4.2 Release @addiktive: Try using find in files - should come up nice and quick. Or you can open engine/atlas/ru... read more 01/28/2007 (4:36 pm)
TGEA MS 4.2 Release What are the values of i,j, and k in this case?... read more 01/26/2007 (4:37 pm)
TGEA MS 4.2 Release @Cornell: Can you post your call stack for this mPlane crash? @addiktive: What happens if you go ... read more 01/26/2007 (9:52 am)
TGEA MS 4.2 Release Make sure you have the platform SDK installed properly. We have an upcoming doc with details on this... read more 01/25/2007 (3:39 pm)
TGEA MS 4.2 Release Glad you got it working, Thomas! :) (I've forwarded this issue over to John Kabus for review.)... read more 01/25/2007 (3:13 pm)
TGEA MS 4.2 Release (Is anyone else getting white-on-Atlas issues? Can they check their console log for any error spam? ... read more 01/24/2007 (5:52 pm)
TGEA MS 4.2 Release The priority is making TGEA solid and usable for shipping games... we think people'd rather have tha... read more 01/24/2007 (5:51 pm)
Altivec optimized point3F_normalize I think we've been compiling Torque with -fno-strict-aliasing on OS X for a while now, so that might... read more 01/23/2007 (12:48 pm)
M_matF_x_point3F() and m_matF_x_vectorF() Have you tried const-ing the inputs rather than allocating new const variables?... read more 01/23/2007 (11:52 am)
Altivec optimized point3F_normalize Hmm - sounds like an optimizer bug. What compiler are you using? Does the asm do something weird for... read more 01/23/2007 (11:50 am)
Altivec optimized point3F_normalize The technique works on every platform that supports IEEE floating point numbers. So unless you're ru... read more 01/23/2007 (11:12 am)
Cant access the RTS-SK on the TDN ?!? Hey Alienforce, Probably not that - that was to add a group for an educational licensee. But I mi... read more 01/21/2007 (12:17 am)
SetZoomSpeed bug Issue #2564.... read more 01/21/2007 (12:13 am)
Torque_no_dso_generation Bug Issue #2563. Thanks Tom!... read more 01/19/2007 (8:03 pm)
A better Interior::setupActivePolyList() Hmm. Hey Andy, you shouldn't use the FC path, it's gonna be way slow. :P CalcTextured is the rout... read more 01/18/2007 (5:39 pm)
A better Interior::setupActivePolyList() The FogCalc helper class? [quote] if ( !activePoints.test( index ) ) { activePoin... read more 01/18/2007 (5:19 pm)
A better Interior::setupActivePolyList() Well, if it's inlining it, then you save a few instructions per calc, which adds up when you do some... read more 01/18/2007 (4:05 pm)
A better Interior::setupActivePolyList() Clint, It's good to see what changes on Win32. G4's tend to have limited memory bandwidth, though... read more 01/18/2007 (11:01 am)
GetBinRange() in sceneObject.cc Nice analysis work, sir! :) [quote] But I'm still unclear how these bins work - could you give a... read more 01/18/2007 (10:57 am)
A better Interior::setupActivePolyList() Clint - just for my own benefit - are you testing on OS X or Win32? Also, have you confirmed that... read more 01/18/2007 (10:24 am)
GetBinRange() in sceneObject.cc Hmmm... This is a pretty cool idea. The main thing that needs to be true about this function is t... read more 01/17/2007 (9:42 pm)
A better Interior::setupActivePolyList() You should read over the assembly the compiler is outputting to make sure the class is actually savi... read more 01/17/2007 (8:46 pm)
A better Interior::setupActivePolyList() When do you start/end profiling? If you profile the load sequence or the first few frames of the sce... read more 01/16/2007 (8:23 pm)
A better Interior::setupActivePolyList() @Rubes: What was your journal of? In a complex interior situation these changes should make a differ... read more 01/16/2007 (8:11 pm)
A better Interior::setupActivePolyList() Oh yeah - also don't forget to use the fog calculator for all fog calcs in there, it'll make the cod... read more 01/16/2007 (1:10 pm)
A better Interior::setupActivePolyList() Nice optimization work. For the method: [code] inline const Point2F CalcTextured( const P... read more 01/16/2007 (1:05 pm)
A better Interior::setupActivePolyList() 1) I think it sounds like a smart move... look forward to hearing what sort of win this is for you! ... read more 01/15/2007 (4:33 pm)
A better Interior::setupActivePolyList() 1&3) Hmm - well I'd try breaking that function out. It's pretty simple code - should be easy to brea... read more 01/15/2007 (10:16 am)
A better Interior::setupActivePolyList() Thanks for the write-up here! I have a few questions based on reading over this code... 1. How mu... read more 01/14/2007 (11:29 pm)
Fix for PNG height size limits Good fix, Tom. Issue #2519.... read more 01/14/2007 (4:32 pm)
Mac PPC, Mac Intel, and PC Profiler Dumps @Benjamin: It's in number of allocated textures. So having a very large cache means you're willing t... read more 01/13/2007 (5:21 pm)
Mac PPC, Mac Intel, and PC Profiler Dumps As a follow-up - it's pretty easy to test if there are false bottlenecks (ie, problems caused by bad... read more 01/13/2007 (2:23 pm)
Mac PPC, Mac Intel, and PC Profiler Dumps The bad turning performance when zoomed is due to how TGE's terrain caches texture data. As you may ... read more 01/13/2007 (2:20 pm)
ToggleZoom kills framerate See [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=55985[/url] for followup to this... read more 01/13/2007 (2:12 pm)
Altivec optimized point3F_normalize Yes - there's a fast reciprocal square root approximation you can use on any IEEE compliant platform... read more 01/12/2007 (12:14 pm)
Need projection matrix for *this* frame in GuiTSCtrl:onPreRender Do you ever get partial update regions such that this is an issue? You could also just override that... read more 01/12/2007 (12:13 pm)
Need projection matrix for *this* frame in GuiTSCtrl:onPreRender Why not just... set the clip rect again? Several controls already do this - it's not the super-optim... read more 01/12/2007 (10:34 am)
Need projection matrix for *this* frame in GuiTSCtrl:onPreRender GlViewport is not an overhead. Don't worry about it unless it starts showing up as a meaningful part... read more 01/11/2007 (8:12 pm)
Altivec optimized point3F_normalize Ah, that's pretty cool. Can someone with more altivec knowledge comment on this?... read more 01/11/2007 (2:37 pm)
TSE convertUTF8toUTF16 bug Hmmm - is there a fixed size buffer in there somewhere?... read more 01/10/2007 (1:21 pm)