Kyle Carter's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Switch + GetRandom = confusion | Interesting implementation detail... :) I think that many languages do actually just check once a... read more | 01/09/2007 (11:41 am) |
| Using Arranged Connections to punch through firewalls and router | The console method seems useful. But I think you need to punch to multiple addresses at once (as TNL... read more | 01/08/2007 (1:31 pm) |
| Performance with High Character Count | I'm referring to the way that we support morph animations and the like - there's a mode for DTS wher... read more | 01/06/2007 (1:07 pm) |
| Torque overheats notebook (not a bug) | Go to TimeManager::process in the platform layer and increase the threshold before it fires off a ti... read more | 01/06/2007 (2:06 am) |
| Performance with High Character Count | DTS already supports that. The downside is HUGE memory footprint. 12mb per model? I guess if you hav... read more | 01/05/2007 (7:21 pm) |
| GhostID to ServerID Problem | But even in that case - it seems like you should be able to figure it out server-side without invoki... read more | 01/05/2007 (2:38 pm) |
| Telnet debugger freeze | Issue #2495. Thanks a ton, Philippe!... read more | 01/05/2007 (10:16 am) |
| GhostID to ServerID Problem | Why don't you just get the controlobject of the client's connection? There shouldn't be any need to ... read more | 01/05/2007 (10:10 am) |
| SimEvents posted from threads have old times, causing asserts | Of course it should never fire. It's an assert! Nevertheless it helped us catch and analyze what wou... read more | 01/05/2007 (10:09 am) |
| GhostID to ServerID Problem | Are you waiting for the object to ghost? It doesn't ghost immediately, takes about 100ms for it to h... read more | 01/04/2007 (10:28 pm) |
| SimEvents posted from threads have old times, causing asserts | Very good. But what about reading? :)... read more | 01/04/2007 (2:11 pm) |
| SimEvents posted from threads have old times, causing asserts | Right - in postEvent. You probably need to put a mutex around gCurrentTime as well, to avoid races.... read more | 01/04/2007 (1:22 pm) |
| SimEvents posted from threads have old times, causing asserts | Adding a unique ID seems like a workable solution for non-time-dependent events. You also might try ... read more | 01/04/2007 (11:14 am) |
| Performance with High Character Count | @Phil: It's not bone count, it's # of bones per vert. (You also have to do some mesh conditioning an... read more | 01/03/2007 (6:02 pm) |
| Performance with High Character Count | We originally chose not to GPUize the skinning cuz a) lets us parallelize a bit of work and b) works... read more | 01/01/2007 (6:26 pm) |
| Performance with High Character Count | @Tom: It's not the collision query that's expensive so much as the per-tick logic the player does to... read more | 01/01/2007 (4:31 pm) |
| Mac PPC, Mac Intel, and PC Profiler Dumps | Yes - you should be able to reuse the x86-optimized blender code on Intel Macs. Details of making th... read more | 01/01/2007 (4:29 pm) |
| Mac PPC, Mac Intel, and PC Profiler Dumps | I bet the Intel Mac is not using the MMX-optimized terrain blender.... read more | 01/01/2007 (4:23 am) |
| U8 / char consistancy. | James is pretty-much-right. We use U8 when we mean an 8-bit unsigned integer. We use char when... read more | 01/01/2007 (4:21 am) |
| Scaling up Atlas - Questions | Download latest copy of TSE from website. Compare atlas directories using Beyond Compare or WinDiff... read more | 01/01/2007 (4:19 am) |
| Changing terrain textures during gameplay | You'll have to pass some state indication in packUpdate/unpackUpdate or in a NetEvent if you want th... read more | 01/01/2007 (4:18 am) |
| Performance with High Character Count | Player physics aren't cheap. If you need lots of players on-screen I suggest simplifying the physics... read more | 01/01/2007 (4:15 am) |
| NetEvent cleanup non-existant? | Yeah, you'll likely get double frees of memory. :)... read more | 01/01/2007 (3:30 am) |
| NetEvent cleanup non-existant? | Yikes - adding the delete after the decRef()? In theory decRef should delete the event. If you ex... read more | 12/31/2006 (6:47 pm) |
| Kork floating? | Does the issue happen if you have Torque on a perfectly flat section of terrain?... read more | 12/31/2006 (1:40 am) |
| Kork floating? | It's due to slope - if the terrain is flat it doesn't happen. Getting a character to stand properly ... read more | 12/30/2006 (5:08 pm) |
| Works single, crash multiplayer | Sure - and it should give you some clues, too. The call stack indicates what functions are calling w... read more | 12/30/2006 (2:37 pm) |
| Button releases on Actionmap | It's already in there - with bind you get a callback with zero passed, with bindCmd you can specify ... read more | 12/30/2006 (2:25 pm) |
| Works single, crash multiplayer | That's just the script debugger. If you recompile Torque as a debug build (there's a drop-down for t... read more | 12/30/2006 (11:46 am) |
| Help]About the control of GuiTheoraCtrl. | I suggest reading guiTheoraCtrl.cc - you can see all script call backs, and even add your own if you... read more | 12/30/2006 (11:42 am) |
| Works single, crash multiplayer | Did you run everything under debug builds? Did you try journalling?... read more | 12/30/2006 (11:41 am) |
| L3DT to ATLAS for Dummies | Hehe... Hi guys. :) I'm working with Aaron on this, and it's going fairly well. Currently on a bi... read more | 12/29/2006 (4:14 pm) |
| AIConnect? | ClientGroup is a SimSet holding all the client connections (if you haven't changed it :), and all yo... read more | 12/29/2006 (4:11 pm) |
| Scaling up Atlas - Questions | Are you using latest Atlas code drop?... read more | 12/29/2006 (4:06 pm) |
| MatrixF::toEuler Bug (and fix) | Issue #2487. I'm a little wary of the clamp here, as it might be hiding deeper issues, but at the sa... read more | 12/29/2006 (3:25 pm) |
| Does Torque Script support oop by its own? | It does have some support for OOP. The resource adds many helpful features, but what's there was mo... read more | 12/28/2006 (11:56 pm) |
| Crashfix for TelnetDebugger | Issue #2486. Also notified the respective engine maintainers. Thanks, Tom!... read more | 12/28/2006 (4:30 pm) |
| Request to GG for dates on download files | I agree - we should be pushing out a new TSE release sometime early in '07, and can make the change ... read more | 12/28/2006 (10:52 am) |
| Map2dif plus bug? | Make sure your TSE Lib project is up to date & compiled. Also, what are the missing externals?... read more | 12/28/2006 (10:51 am) |
| Just bought the SDK and... well... SDK it aint... | [i]On topic is best, always brings joy to a mod. No off-topic please.[/i] Those of you who have... read more | 12/28/2006 (10:42 am) |
| Just bought the SDK and... well... SDK it aint... | Thanks for the kind words... looking back on this thread, there's actually a TON of really neat info... read more | 12/27/2006 (9:26 pm) |
| Using Arranged Connections to punch through firewalls and router | Sounds like a great add-on to Torque's networking. Longterm we definitely want to move all our engin... read more | 12/27/2006 (5:51 pm) |
| How to Create Quality Terrain Textures? | CHU & TQT are old file formats, don't use them anymore (except for initial import, as noted in the ... read more | 12/27/2006 (5:27 pm) |
| Torque Networking Speed | Guimo - you might be able to significantly reduce the number of updates sent for your asteroid class... read more | 12/27/2006 (10:39 am) |
| How to Create Quality Terrain Textures? | (You may encounter some small inconsistencies on the edges between blocks, as the LOD won't match up... read more | 12/26/2006 (10:50 am) |
| How to Create Quality Terrain Textures? | You have a corrupt .atlas file, invalid data in a chunk (maybe you have a chunk that's too big?). ... read more | 12/25/2006 (3:56 pm) |
| Torque Networking Speed | A) They require updates when their mask bits are set, not when they're in (or not in) view. If you k... read more | 12/25/2006 (3:49 pm) |
| Tge On Psp? | If you base your port on the POSIX implementations of things in the platformX86Unix branch, and use ... read more | 12/25/2006 (3:37 pm) |
| DTS objects and Raycasting | I just released a polysoup resource (which lets you do full collision against the visible mesh, incl... read more | 12/25/2006 (3:35 pm) |
| Why is TGE 1.5 So slow | Incidentally, we have some bugfixes going out in the next TGE update that might enhance performance ... read more | 12/24/2006 (9:18 pm) |