Game Development Community

Azaezel's Forum Posts

Thread Post Date Posted
Deferred Shading Slight timing miscommunication. Stand by.... read more 08/29/2014 (4:02 pm)
Something that just leaving If you or someone you love is being held captive, slip the words gazebo and cockle into the next pos... read more 08/28/2014 (2:45 am)
Deferred Shading Prior [url]http://i.imgur.com/Eun0yaq.jpg[/url] Current [url]http://imgur.com/k0H89iV,BF06SuW[/ur... read more 08/27/2014 (5:00 pm)
Destroyable Objects in latest T3D Binary [3.0] well, there's: [code] datablock RigidShapeData(railing_destructable) { classname = "dest... read more 08/27/2014 (3:07 pm)
Destroyable Objects in latest T3D Binary [3.0] shapebase::blowup() was exposed to script again a bit back (wanna say 3.5?) by Daniel Buckmaster. ... read more 08/27/2014 (2:51 pm)
Friday... [image]http://simplysamkele.files.wordpress.com/2014/03/friday.jpg[/image]... read more 08/22/2014 (12:03 pm)
Deferred Shading Luis asked me to wait a week or so on the port there, so not yet, but definitely still planning on i... read more 08/22/2014 (12:00 pm)
Deferred Shading no additional dependencies.... read more 08/21/2014 (9:21 pm)
Deferred Shading [url]https://github.com/Azaezel/Torque3D/tree/Deferred_Shading2[/url] clean branch compatible with t... read more 08/21/2014 (8:33 pm)
Deferred Shading 1) reverted. 2) [url]https://github.com/GarageGames/Torque3D/pull/710[/url] with the noted adjustme... read more 08/15/2014 (11:18 pm)
Deferred Shading I'll just leave this here: [url]http://i.imgur.com/uJwNSRV.png[/url] Thanks for the assist Haladr... read more 08/13/2014 (8:09 pm)
Reflection Rendering Bug (GF 600 Series Only?) Fix tested and verified, and I agree with the github comment. o_0... read more 08/03/2014 (8:00 am)
Entity/Component System R&D Discussion Perhaps then a good starting point for testing interop would be the projectile subsystem, since it's... read more 07/25/2014 (3:48 pm)
Entity/Component System R&D Discussion Pragmatic query using the same example: 1) How do you envision VelocityInterface interacting with... read more 07/25/2014 (3:28 pm)
Cubemap Mip Maps Could be. failing that, I'd crosscheck the code, see if you're running afoul of anything that might ... read more 07/22/2014 (8:43 pm)
Cubemap Mip Maps [url=https://github.com/GarageGames/Torque3D/blob/8142a3e9645e881cd8e21434809289855e57a0b4/Engine/so... read more 07/22/2014 (8:33 pm)
Reflection Rendering Bug (GF 600 Series Only?) I AM INFORMED I AM VERY WRONG. DO NOT DO THIS. (But keeping it around so folks don't make the same m... read more 07/17/2014 (7:51 pm)
3Dc/BC5 support @scot: What in particular are you trying to do with em? Know for myself, I've used things like .1 sc... read more 07/17/2014 (6:16 pm)
Reflection Rendering Bug (GF 600 Series Only?) Notes: A single waterplane or waterblock in the empty room mission is sufficient to reproduce the e... read more 07/16/2014 (11:13 pm)
Torque 3D crashes on users pcs Any additional data your users passed along as far as what in particular was crashing them out?... read more 07/16/2014 (6:58 pm)
Sahara for Torque 3D MIT 3.5.1... [url]http://i.imgur.com/2AlQVag.jpg[/url] Clarify intent behind direction? Other than that, sweet ex... read more 07/15/2014 (11:35 pm)
Reflection Rendering Bug (GF 600 Series Only?) Ok, in the usual vein of 'teach a man to fish', further testing this end: [url]https://github.com/G... read more 07/15/2014 (1:09 pm)
Humor Post: I can't believe Torque doesn't have a "MAKE MY GAME" button! Shhh. Daddy's working. (Seriously though, you'd likely be astonished how much gets kicked around dai... read more 07/15/2014 (9:55 am)
Reflection Rendering Bug (GF 600 Series Only?) Haven't spent a whole lot of time looking this one on over, but since it's related to stuff I'm poki... read more 07/14/2014 (11:17 pm)
Deferred Shading Late so I'll keep it brief. [quote] From what I'm reading what you have done and looks as if the o... read more 07/12/2014 (11:26 pm)
Physically Based Rendering [quote][url]http://www.garagegames.com/community/blogs/view/22764[/url] is a good starting point for... read more 07/12/2014 (11:12 pm)
Physically Based Rendering Pierre: While there's still quite a few concerns about the performance hit, you're more than welcome... read more 07/12/2014 (8:17 pm)
Physically Based Rendering They advised sticking with the blinn-phong variant, given that and cook-torrence give yet more varia... read more 07/10/2014 (11:09 pm)
Physically Based Rendering @Pierre: finishing up [url]http://www.garagegames.com/community/forums/viewthread/137917[/url] first... read more 07/09/2014 (5:35 pm)
Physically Based Rendering Should note having talked with the guys at marmoset a bit, we're likely to go with the metalness app... read more 07/09/2014 (4:44 pm)
Deferred Shading To wrap up my end for the week, bit of good news/bad news: Good news- Multi-Layered materials ar... read more 07/05/2014 (8:58 am)
Deferred Shading The research assistance would be appreciated, since we're also trying to track down some nasty artif... read more 07/04/2014 (6:34 pm)
Deferred Shading @Timmy: mind elaborating on how that red-channel bit works? reading over [url]https://github.com/Ga... read more 07/04/2014 (5:39 pm)
Deferred Shading @Timmy: DXT5nm parralax is one of those that does crop up quite frequently as a trouble area for fol... read more 07/02/2014 (10:29 pm)
Deferred Shading Ok, cubemaps of all forms should be knocked out for review. List is: sykybox, scattersky, material-r... read more 07/01/2014 (9:10 pm)
Deferred Shading @Felix: yes and no. It's fairly premature to talk about PBR before we've laid the groundwork for tha... read more 06/29/2014 (8:29 pm)
Deferred Shading @Ivan: (Still trying to keep this high level enough for those unfamiliar with the systems) Prese... read more 06/24/2014 (10:11 am)
Healing System and Throw Object? couple examples there off the top of my head. 1) \Templates\Full\game\scripts\server\proximityMin... read more 06/23/2014 (8:24 am)
Generic Object Mounting [image]http://www.lookpictures.net/photos/registered_photos/1545-its-beautiful-pictures.jpg[/image]... read more 06/20/2014 (8:41 am)
Physically Based Rendering @Kory: sort of. It's a head-fake any way you slice it, but that particular subsystem does do up scen... read more 06/17/2014 (11:22 am)
Physically Based Rendering @pierre: Aside from the re-link of the already posted url, useful info. Thanks. [quote]Base PBR i... read more 06/17/2014 (9:53 am)
BUG: sun/light flares show through objects,with videos to show the bug. Not much to add to Andrews findings, except that the specific case for your hand not occluding is co... read more 06/16/2014 (8:05 pm)
Unit Tests I'd go for a stepwise merge mself. lets folks get a practical how-to example when it comes to portin... read more 06/16/2014 (3:49 pm)
Physically Based Rendering Short answer: We got to work on prototyping and practical R&D. I'll leave it at that for now... read more 06/16/2014 (3:37 pm)
Physically Based Rendering [quote]Hopefully this provides an ideal of what maybe required to be added to Torque3D as PBR is dev... read more 06/11/2014 (4:21 pm)
Physically Based Rendering @pierre: Since it seems you've read the book a few times, wanna go ahead and cook up a comparison ch... read more 06/11/2014 (12:10 pm)
Getting the albedo before the diffuse pass. [quote]From my examinations, it seems the engine first calculates light and bakes that to the lightI... read more 06/11/2014 (12:10 am)
Getting the albedo before the diffuse pass. [quote]From my examinations, it seems the engine first calculates light and bakes that to the lightI... read more 06/10/2014 (5:04 pm)
DirectX 11 - Status I *think* so, but honestly not sure. Only one way to find out if that'll be all you need to do to sh... read more 06/10/2014 (10:12 am)
Getting the albedo before the diffuse pass. This is a vague remembrance from an experiment with the outline shader, and re-ordering it so it was... read more 06/10/2014 (9:47 am)