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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)