Game Development Community

Andrew Mac's Forum Posts

Thread Post Date Posted
BUG fps drop master volume I had a very similar issue. I'm a bit ashamed to say I simply swept it under the rug. What I noti... read more 06/26/2014 (9:45 am)
Deferred Shading @ Kory Don't forget Timmy :P @ Jeff Raab That was an interesting read. I smiled about half ... read more 06/24/2014 (9:20 pm)
Deferred Shading @ Ivan I don't know what you're advocating. It almost sounds like you want to switch torque to fo... read more 06/24/2014 (3:22 pm)
Deferred Shading @ Kory Are you running the testDS project in the My Projects folder or did you generate a new one... read more 06/23/2014 (3:49 pm)
Total control of the UV maps. Take a look at: void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass) This is wh... read more 06/23/2014 (2:50 pm)
Deferred Shading [quote] Not true. Some meshes are rendered 3 or more times, depending on buffer information. Glow... read more 06/23/2014 (2:05 pm)
Deferred Shading It doesn't differ on the actual rendering level. No alterations were made to the GFX layer. There sh... read more 06/22/2014 (11:31 am)
Animation/Model Fixes [PAID] I am. My email address is andrewmac [at] gmail dot com, shoot me an email and we'll work something o... read more 06/22/2014 (9:58 am)
Occlusion Culling Status If you have any knowledge of the subject and/or C++ you could turn it into a working solution. It's ... read more 06/18/2014 (7:51 am)
BUG: sun/light flares show through objects,with videos to show the bug. He's saying that for the occlusion to be properly executed flareState->worldRadius needs to be &g... read more 06/18/2014 (4:36 am)
BUG: sun/light flares show through objects,with videos to show the bug. I've dug in this area before and it's not pretty. It's done with an occlusion query. I suspect the f... read more 06/16/2014 (5:20 pm)
DSSDO as a replacement for SSAO I had a chance to play with it. Here's a before and after screenshot: Before: [url]http://i.imgur... read more 06/13/2014 (10:16 pm)
DirectX 11 - Status Off the top of my head, Next-Gen branch didn't include Anis' converting TriangleFan to TriangleStrip... read more 06/10/2014 (7:48 am)
Physically Based Rendering @ Andrew Robinson You're picking up what we're picking up as well. This thread has this attitude ... read more 06/10/2014 (7:39 am)
Physically Based Rendering We need to steer this discussion more towards a realistic implementation. Glamour shots are great bu... read more 06/09/2014 (10:16 pm)
Cryengine Next-Gen and Merging T2D and 3D [image]http://i.imgur.com/R81fEaf.gif[/image]... read more 06/08/2014 (2:38 pm)
Physically Based Rendering Well regardless, we're going to be attempting to put in something similiar to the Unreal engine PBR/... read more 06/07/2014 (8:53 pm)
Physically Based Rendering [quote]So Andrew as you can see it's a little more than just adding a a few more maps.[/quote] I'... read more 06/07/2014 (5:48 pm)
Physically Based Rendering @ Timmy I'm in. Just let me know when you want to take a shot at it and we'll give it hell. I've ... read more 06/07/2014 (10:37 am)
DirectX 11 - Status I was talking to Anis yesterday and he said he's in the middle of transitioning to a new job so he's... read more 06/07/2014 (10:29 am)
Torque3D's Import System @ Timmy I'm pretty neutral on it. Collada only is pretty damn limiting but I've also had no prob... read more 06/04/2014 (5:42 pm)
Animation/Model Fixes [PAID] Problem is that everything I have is in 3Ds max or dae. Is there a way to get a model from 3ds max t... read more 05/30/2014 (8:49 am)
An alternative to PathShape I tried it out, works quite well. Only sort-of bug I found was when I was flying around on one of th... read more 05/29/2014 (11:33 am)
Prerequisites... Shaders. Find and follow the tutorial on making custom material shaders in torque and then start mak... read more 05/28/2014 (7:12 pm)
default branch on github.com Yeah, we should probably get a thread up asking for samples ideas/requests and also anyone who can d... read more 05/27/2014 (12:32 pm)
Torque3D's Import System @ Raa I'm still working on it. Rome wasn't built in a day.... read more 05/27/2014 (12:25 pm)
default branch on github.com I'm not partial to any design (overlay or not), just the idea of a unified display of controls/stats... read more 05/26/2014 (3:55 pm)
When is initialControlSet called? Dan completed his work on creating a minimal template here: [url]https://github.com/eightyeight/t... read more 05/26/2014 (3:49 pm)
default branch on github.com What if we built a sample template. So, both source and binary comes with blank template and sample ... read more 05/26/2014 (1:36 pm)
default branch on github.com Since we're on the topic of templates I've been thinking for awhile that the Full template should re... read more 05/25/2014 (10:32 am)
[T3D] Availability Thread Congrats bank. Have a great time.... read more 05/23/2014 (4:14 pm)
T3D 3.51 Engine Crash If I had to guess it's because there's no states in your ShapeBaseImageData. Take a look at this: ... read more 05/22/2014 (8:21 am)
IDEA: Change TorqueScript Extension @ Tim What James is saying ( I think ) is that there's really no reason to remove the ability to u... read more 05/21/2014 (3:10 pm)
main.cs The file is opened like a normal file inside StandardMainLoop::handleCommandLine() and then the cont... read more 05/20/2014 (3:04 pm)
Dedicated server map cycle? If you set game.allowCycling to true in the game type (or gamecore) it will cycle to the next map wh... read more 05/20/2014 (10:21 am)
IDEA: Change TorqueScript Extension Sounds like a good idea to me. It will break existing projects though, so I think it'll have to ... read more 05/20/2014 (9:00 am)
removing "visitor" label If you look in your playGui you will see an element: GuiShapeNameHud. This is the element that displ... read more 05/20/2014 (8:31 am)
Torque3D's Import System Another update: - More automatic material settings - uv2 support - Now handles missing node names... read more 05/15/2014 (11:06 pm)
Torque3D's Import System Just updated the repo. It's ready for testing. What I've added: - Created a supported formats sys... read more 05/15/2014 (11:43 am)
The 3 spaces/tab versus 4 spaces/tab thread I'm a 4 space tab kind of guy. Don't listen to James and his "tab" blasphemy. I will agree... read more 05/15/2014 (7:49 am)
Issue with objects not rendering correctly Have you tried making the objects have global bounds? The downside being they will always render eve... read more 05/15/2014 (7:29 am)
Torque3D's Import System You nailed it Luis. I got it working. I've pushed the latest to my github: [url]https://github.co... read more 05/13/2014 (11:58 pm)
Torque3D's Import System @ Olexiy Kravchuk 4cube.blend is actually a testing file that comes with assimp. In every other v... read more 05/13/2014 (4:14 pm)
"unused" TS arguments being optimised out I think there's something else going on. I ran some tests: [code] function testfunc(%arg1, %arg2... read more 05/13/2014 (1:25 pm)
Torque3D's Import System @ Raa Once a model is imported into torque its saved as dts. So, after you load in your model and g... read more 05/12/2014 (2:39 pm)
Torque3D's Import System @ Daniel Those are just nodes in the blender scene. They actually show up as a light and a camera i... read more 05/11/2014 (9:52 pm)
Torque3D's Import System @raa I have less than a year of experience with Torque, I've just spent a lot of time ripping thi... read more 05/11/2014 (12:26 pm)
Canvas.SetContent not working in EndGame function Yep, you've gotta add it to scripts/client/init.cs: [code] ... // Load up the shell GUIs ... read more 05/10/2014 (4:27 pm)
Canvas.SetContent not working in EndGame function You should use cycleGame() or endMission() to stop the game. End game is more like stage 2 of shutti... read more 05/10/2014 (2:18 pm)
Canvas.SetContent not working in EndGame function [code] if(%player.getState() == "Dead") [/code] Two problems. If you check endGame f... read more 05/10/2014 (1:43 pm)