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Andrew Mac's Forum Posts

Thread Post Date Posted
Ghosting Limits [quote] Firstly, I noticed right away cubeList.push_back() being used. What is push_back and where ... read more 09/21/2014 (5:16 pm)
Ghosting Limits Okay, so it seems like you have a pretty good handle on what you're seeing in front of you, based on... read more 09/21/2014 (8:24 am)
Ghosting Limits Well done! I'm a bit busy tonight so I'll type up more explanations tomorrow about the things going ... read more 09/20/2014 (1:30 pm)
Ghosting Limits In C++ classes are made up of two pieces, the header file (.h) and the code file (.cpp). So, in the ... read more 09/20/2014 (9:27 am)
Ghosting Limits [quote] I had no idea that once the geometry was created it would be able to be accessed in this wa... read more 09/19/2014 (12:38 pm)
Ghosting Limits [quote] I feel as though I just get looked down on at every turn because I am only fluent with scri... read more 09/19/2014 (10:25 am)
Ghosting Limits [quote] I can see a cube being rendered in one example, although how that is happening isn't comple... read more 09/19/2014 (9:07 am)
Ghosting Limits Unless you switch to an engine specifically designed from the ground up for minecraft style cube wor... read more 09/19/2014 (5:23 am)
Ghosting Limits [quote] The thing that's frustrating about the whole bit is by default Torque is supposed to drop g... read more 09/17/2014 (12:41 pm)
Shader on GUI controls? [b]EDIT:[/b] I didn't read Tim's post before I made this one. I just skimmed the thread and saw my n... read more 09/17/2014 (5:25 am)
Ghosting Limits [quote] Well, the crazy answer is that they're TSStatics and are ghostAlways by default - which is ... read more 09/10/2014 (2:57 pm)
Ghosting Limits Here's a crazy question.. why are you ghosting 1000's of cubes? Ghosting is meant to keep an object ... read more 09/10/2014 (8:11 am)
Deferred Shading Here's a shot of the empty landscape from the level previews: [image]http://i.imgur.com/lNCe3os.png... read more 08/27/2014 (5:56 pm)
Deferred Shading Awesome. Dynamic cubemaps are off the list. That leaves: [ol] [li]Revert glow back to old syste... read more 08/14/2014 (1:53 pm)
Modular Scripting Integration Thread Ideally, all of those specifics of parsing torquescript should be irrelevant to the task at hand. Th... read more 08/14/2014 (1:02 pm)
Modular Scripting Integration Thread I'd begin by taking a look at console/console.cpp. In there you'll find a large chunk of the console... read more 08/14/2014 (11:45 am)
Modular Scripting Integration Thread Whatever the final implementation may be, if people want this, the first step has to be to abstract ... read more 08/14/2014 (8:52 am)
Modular Scripting Integration Thread Okay, so to summarize, the only real reason to change out the scripting language is because no one r... read more 08/11/2014 (11:09 am)
Modular Scripting Integration Thread When I was evaluating bottlenecks in torque I couldn't find anything suggesting torquescript was hav... read more 08/11/2014 (7:42 am)
16bit Textures, Possible? Okay, well the lighting calculations and everything are already done in high color depth, I think it... read more 08/01/2014 (6:26 am)
16bit Textures, Possible? I assume you mean 16 bits per channel? So, 64-bit RGBA ? There's a number of bumps along the way. Fo... read more 07/31/2014 (3:54 pm)
DirectX 11 - Status That's awesome. Is that a custom code base or is it based off anis branch? You should put the code u... read more 07/31/2014 (5:25 am)
DirectX 11 - Status Definitely, but if we can get them to load in the interim it would allow us to build everything else... read more 07/28/2014 (1:48 pm)
DirectX 11 - Status I'm using that flag, and your code, but it won't load the compiled shader. Everything I've read says... read more 07/28/2014 (12:23 pm)
DirectX 11 - Status I hope you're right as it would save work, but I can't find any information to support it. I've foun... read more 07/25/2014 (10:11 pm)
DirectX 11 - Status I started working on this a bit just to see what the status is. I won't be dedicating a whole lot of... read more 07/24/2014 (8:23 am)
Found a Strange Bug From what I briefly read on it you can set the device into two modes. In dynamic mode you can just c... read more 07/20/2014 (9:50 am)
Found a Strange Bug @ Timmy I think you're dealing with a different bug. The delay when you fire the gun for the firs... read more 07/20/2014 (7:11 am)
Found a Strange Bug I believe I know the source of this but I never had a chance to track it down in code. It seems like... read more 07/19/2014 (9:13 am)
Sahara for Torque 3D MIT 3.5.1... I switched to a new branch and deleted the old one. The new URL is: [url]https://github.com/andr3wm... read more 07/17/2014 (9:39 am)
Sahara for Torque 3D MIT 3.5.1... [url]https://github.com/andr3wmac/Torque3D/tree/accuVolumes[/url] First version ready for testing... read more 07/15/2014 (10:27 pm)
Sahara for Torque 3D MIT 3.5.1... Bam! Got it. [image]http://i.imgur.com/FPeihoj.png[/image] The trick was following a similar p... read more 07/14/2014 (5:58 pm)
Side Scrolling Camera Audio Problem I tracked it down and fixed it. The problem was coming from the SFX3DObject::getEarTransform( Matrix... read more 07/14/2014 (2:56 pm)
Side Scrolling Camera Audio Problem I've identified how/where the bug is occurring, but I haven't rigged up a fix yet. It's happening in... read more 07/14/2014 (8:43 am)
Deferred Shading @ Pierre Please don't turn this into the PBR thread. That thread is a mess of links, screenshots,... read more 07/13/2014 (4:12 pm)
Sahara for Torque 3D MIT 3.5.1... @ Dan I don't want to say yes on 3.6 only to have myself run straight into a brick wall and then ... read more 07/12/2014 (11:19 am)
Sahara for Torque 3D MIT 3.5.1... Not quite ready for public consumption yet but I've got the prototype working: [image]http://i.im... read more 07/11/2014 (6:11 pm)
Sahara for Torque 3D MIT 3.5.1... Are the classes in accuFeature.cpp inheriting from ShaderFeatureHLSL? If so, they'd probably belong ... read more 07/11/2014 (10:25 am)
Sahara for Torque 3D MIT 3.5.1... @ Quinton To summarize the process: 1) Make an account on github 2) Fork the Torque3D repo 3... read more 07/11/2014 (6:57 am)
Sahara for Torque 3D MIT 3.5.1... @ Konrad Thanks for your generosity. I look forward to trying it out. @ Quinton I just need... read more 07/11/2014 (6:48 am)
Deferred Shading Can someone give me an object and proper transmission/thickness map that I can test this against? I'... read more 07/02/2014 (9:27 pm)
Deferred Shading Yeah. To address the issue Luis raised I just separated it into a different map. Maybe I'll think of... read more 07/02/2014 (8:12 pm)
Deferred Shading One of the guys from Marmoset stopped by the IRC channel and was nice enough to give a run down on a... read more 07/01/2014 (9:29 pm)
Deferred Shading I fixed up HDR and Bloom today so all the original postFX are now fully working. The next item on my... read more 07/01/2014 (4:58 pm)
Deferred Shading @ Kory: If someone was so inclined it doesn't seem difficult to add specular to terrains. @... read more 06/30/2014 (11:28 pm)
PostFX Object selecting and colouring shader advice Make the material Emissive and lighting won't be applied.... read more 06/29/2014 (11:37 pm)
PostFX Object selecting and colouring shader advice I think the best way to approach this would be the same way glow does. What glow does is render the ... read more 06/29/2014 (5:02 pm)
Deferred Shading The way I've been looking at it is physical based shading will be a graphics option. It's going to h... read more 06/29/2014 (4:34 pm)
Deferred Shading [quote] Alpha values close to 0 makes the detail texture excluded, so unless you fix that, you have... read more 06/28/2014 (8:06 am)
Deferred Shading I've made a lot of progress on lighting and specular. It's lacking in spec power and spec strength c... read more 06/26/2014 (7:17 pm)