Game Development Community

Andrew Mac's Forum Posts

Thread Post Date Posted
Torque3D's Import System Boost is not horrible in terms of programming, it's very well written and works very well. It's just... read more 05/10/2014 (1:18 pm)
Canvas.SetContent not working in EndGame function Some scripts are ran on the client side, and some are ran on the server side. Anything that changes ... read more 05/10/2014 (1:01 pm)
Torque3D's Import System I put in a couple hours on this today. I gave up trying to get assimp to build as part of torque. I ... read more 05/10/2014 (12:51 pm)
how do I show the shadow of a hidden object? The hidden flags are checked during the culling process, which prevents the object from being proces... read more 05/10/2014 (9:34 am)
Torque3D's Import System Perhaps I was unclear in my previous post. They included a boost workaround that avoids a dependency... read more 05/09/2014 (3:17 pm)
Torque3D's Import System I decided to take a shot at it today and see how far I could get. Not bad progress but I'm getting c... read more 05/09/2014 (1:20 pm)
Next-Gen Branch I'm super busy, I'm already off track trying to get assimp to work. This is a great opportunity for ... read more 05/09/2014 (12:38 pm)
Occlusion Culling Status I'll be honest I don't remember if I fixed basic lighting or not. I remember I had to scrap how the ... read more 05/09/2014 (8:25 am)
Generate c++ and script documentation First link appears to be dead. Agreed it should go in documentation. ... read more 05/08/2014 (8:36 pm)
Torque3D's Import System Am I the only one that's had zero issues with DAE ? Maybe I've just got lucky this whole time but I ... read more 05/08/2014 (8:53 am)
[T3D] Availability Thread Done and done. I look forward to wreaking havoc on the repo in your absence :D Best of luck with ... read more 05/07/2014 (8:02 pm)
[T3D] Intro blog I suck at writing about myself but I gave it a shot. Here's what I came up with: [quote] Andrew ... read more 04/30/2014 (9:43 am)
water block shape The water block is just a plane made up of a bunch of vertices and it's broken up into square chunks... read more 04/23/2014 (7:44 pm)
water block shape I ran into the same issue. I put it aside but when I saw your post I decided it was time to take a s... read more 04/23/2014 (4:59 pm)
Projectile explosion on client When I ran into this issue I followed suit with ServerPlay2D and ServerPlay3D: [code] function S... read more 04/23/2014 (4:49 am)
[T3D] x64 Status Working on it. The biggest issue I've ran into with the code from signmotions branch is the lack of ... read more 04/22/2014 (2:37 pm)
Next-Gen Branch Will do. I was busy with exams for a bit. I've been catching up on everything and haven't got around... read more 04/20/2014 (5:08 pm)
[T3D] Availability Thread I'm done with exams now so my availability has returned to normal. Looking forward to getting back i... read more 04/17/2014 (8:05 am)
PhysX 3.x Plugin You gotta do what you gotta do. I know when the new payment models for UE4 and CryEngine came out I ... read more 04/02/2014 (9:39 am)
Torque 3D DirectX11 Port - DirectX 9 refactor Under the project properties you need to remove x3daudio.lib from Linker -> Input -> Additiona... read more 03/30/2014 (9:14 pm)
Torque 3D DirectX11 Port - DirectX 9 refactor Easiest solution is to remove sfx/xaudio from the project.... read more 03/28/2014 (8:50 am)
Torque 3D DirectX11 Port - DirectX 9 refactor It looks like a lot of those are references are to PrimBuilder though. Unless I misunderstand PrimBu... read more 03/25/2014 (9:12 am)
Road Meshes, can you have sloped sides? Just to confirm, is this what you're looking for: [image]http://i.imgur.com/kttuzRu.png[/image]... read more 03/25/2014 (9:04 am)
PhysX 3.x Plugin Very nice. Do the landscape materials affect the players movement? In other words, can you run and s... read more 03/24/2014 (12:57 pm)
Next-Gen Branch @raa This branch is a bit of selfish one. I'm using it to get these features together and test st... read more 03/22/2014 (10:05 am)
PhysX 3.x Plugin @raa I wanted APEX in the beginning but the more I read into it the less interest I have in it. F... read more 03/22/2014 (9:07 am)
Next-Gen Branch Duplicate the Visual Studio 2010 project folder for whatever you're trying to build, then open the .... read more 03/21/2014 (9:50 am)
Next-Gen Branch I compiled using both VS2010 and VS2013 in Windows 7 (with Windows 8.1 SDK) again this morning just ... read more 03/21/2014 (8:23 am)
Next-Gen Branch [url]http://stackoverflow.com/questions/11000342/visual-studio-2010-and-windows-sdk-7-0a-compilation... read more 03/20/2014 (6:22 pm)
Next-Gen Branch The last time it happened to me I actually just went nuclear and reformatted my computer. I had othe... read more 03/19/2014 (8:58 pm)
Next-Gen Branch Is it Visual Studio 2010? If so try installing VS 2010 Service Pack 1. I had that error first time I... read more 03/19/2014 (8:47 pm)
Next-Gen Branch Alright, I just upgraded to Windows 8.1 SDK and uninstalled the old one. I updated the project gener... read more 03/19/2014 (2:55 pm)
Next-Gen Branch @ Azaezel Oops, I missed those. Repo updated with the changes. I'm running windows 7 as well w... read more 03/19/2014 (1:47 pm)
Next-Gen Branch @Kory The next-gen branch has timmy's latest project manager in it, which allows you to easily se... read more 03/19/2014 (8:16 am)
Using controller in menus I started researching the same topic. I never got it working with the controller but I did get it to... read more 03/18/2014 (11:10 pm)
DirectX 11 - Status @Kory: I started seeing this pop up on new projects as well. It doesn't on the old so I'm not sur... read more 03/18/2014 (4:02 pm)
DirectX 11 - Status You are right though, it would produce an error if you try to map to a non-dynamic texture. Map/unma... read more 03/18/2014 (12:41 pm)
DirectX 11 - Status @ZeroFault: That was my initial thought as well and that works for complete overwrite situations bu... read more 03/18/2014 (11:54 am)
Next-Gen Branch Repo updated. Now includes PhysX 3.3 and Timmy's latest project manager. So, using the project manag... read more 03/18/2014 (10:58 am)
DirectX 11 - Status Oops, I must have copied it from another version that has the PHP5 bug fixed. I just pushed a workin... read more 03/18/2014 (9:29 am)
DirectX 11 - Status Please, keep the advise coming. I'm comfortable with DX9, but DX10/11 is new to me. No time like the... read more 03/17/2014 (10:43 pm)
DirectX 11 - Status [url]https://github.com/andr3wmac/Torque3D/tree/d3d9-refactor[/url] This branch is up to date wit... read more 03/17/2014 (5:30 pm)
Physically Based Rendering It seems to me, and I'm rather uneducated on the topic, that this relies on some fancy shaders combi... read more 03/17/2014 (12:57 pm)
DirectX 11 - Status I'll continue to research textures in the mean time to make sure we have the best approach. One t... read more 03/17/2014 (11:55 am)
DirectX 11 - Status I *think* I should be able to preserve the originally functionality of the GFXTextureObject while re... read more 03/17/2014 (11:33 am)
DirectX 11 - Status Hey Anis, I'll get those latest changes up on the repos in a few hours. Where should I begin i... read more 03/17/2014 (11:00 am)
Torque 3D DirectX11 Port - DirectX 9 refactor Latest patch has been pushed. I also altered the project generation files to remove the old referenc... read more 03/16/2014 (12:25 pm)
[T3D] Process, versioning and branching model I'm about to start putting together a branch on my github that combines Anis' D3D9-Refactor + Direct... read more 03/16/2014 (11:07 am)
Torque 3D DirectX11 Port - DirectX 9 refactor @ZeroFault: Good stuff, I added the fix to my branch.... read more 03/15/2014 (8:28 am)
Torque 3D DirectX11 Port - DirectX 9 refactor Here the code up on github including the latest fix and signmotions VS2013 fixes: [url]https://gi... read more 03/13/2014 (5:09 pm)