Game Development Community

Stefan Lundmark's Forum Posts

Thread Post Date Posted
Paid - need programmer to hook up a Torque 2D game in Steam I really like your game, it looks fun! Unfortunatly I don't have enough time to help you, at least n... read more 11/05/2015 (7:27 am)
XAudio vs DirectSound Glad I was wrong and that you got it working! :) (FMOD most likely doesn't have any problems with... read more 08/12/2015 (2:18 pm)
XAudio vs DirectSound AFAIK no, not without source changes. You have no way to reference the sound on the remote side.... read more 08/09/2015 (11:44 am)
XAudio vs DirectSound You could alter the master volume slightly [b]after[/b] its value has been handed over to the API.... read more 08/07/2015 (8:59 am)
Unreal Engine -- FREE [quote] [b]Pierre (DragoFire) Hay:[/b] Has anyone read the fine print yet? [/quote] The very t... read more 03/09/2015 (10:11 am)
Unreal Engine -- FREE Amazing times to be an indie, indeed!... read more 03/05/2015 (7:07 pm)
Digital Ocean - $10.00 FREE Credit... Thanks Quint! Hope you're doing well.... read more 02/27/2015 (7:40 am)
difference torque network library (TNL) and default Torque3D network? TNL is indeed pretty solid. Be aware of the license though. Maybe they changed it later but at fi... read more 01/16/2015 (11:03 am)
guiDynamicTexture (GuiTextureCanvas) revisited Sweet! Good job.... read more 01/05/2015 (2:24 pm)
Why is there so much jittering/choppiness at larger distances? UE4 has functionality for this but it only works client-side. It recenters the origin when you walk ... read more 11/25/2014 (11:41 am)
Max Draw Calls and Max Vertex Count What Andrew said. In TGE/TGEA they used 16-bit primitive buffers. Not sure what's going on in T3... read more 10/20/2014 (7:14 pm)
Multiple instances of T3D on same computer [solved, derp] Actually, I remember that check too (in the MainLoop I believe, possibly in the WindowManager). But ... read more 07/14/2014 (3:22 pm)
What are people working on with TGE? I think they actually made a push a few years ago for schools using TGE. Not sure how adopted it was... read more 05/13/2014 (3:44 pm)
T3D and static code analyzers I've used Rational Purify with much success. It slows down the application to a crawl however, and i... read more 05/06/2014 (1:29 pm)
Torque scripting language as C # are you using? Edit: Tried to type in Turkish but the forums ate all the special characters. Oh well.... read more 04/27/2014 (3:25 pm)
Removing input lag and stutter caused by the tick rate? [quote] First the stuttering I was noticing was because of how much the camera turns per mouse move... read more 04/05/2014 (3:16 am)
What a "game engine" is.... Lens flares? Yeah, bet that was it. Or maybe it was the superior tools..... read more 03/24/2014 (1:41 pm)
What a "game engine" is.... [quote] So basically, we're back to my original post - If I hand you an engine can you build a car ... read more 03/24/2014 (10:59 am)
Valve Open Sources Direct3D to OpenGL Abstraction Layer (Used in DOTA2) The Bytecode-level HLSL -> GLSL translator sounds interesting. Nice find!... read more 03/14/2014 (4:02 am)
Lit Particles I think Tim is referring to procedural (generated) shaders, which they're currently not using.... read more 03/05/2014 (3:38 am)
VS 2013 Compatibility tested yet? No offence Donnie, but this is a development community. I'm just not sure if this is the proper plac... read more 03/03/2014 (4:22 am)
Implementing a new input device. [quote] (Also if you have a multicore CPU then a thread is basically free :P.) [/quote] To cre... read more 02/27/2014 (2:00 pm)
Implementing a new input device. Better than what? Threads aren't exactly free.... read more 02/26/2014 (3:16 pm)
Implementing a new input device. Isn't it possible to just listen for < 32 ms and pick up whatever has accumulated since you last ... read more 02/26/2014 (2:32 pm)
0 != 0 with writeSignedFloat/readSignedFloat [quote] These use the same number of bits in the bitstream [[b]and maintain the same degree of accu... read more 02/25/2014 (3:38 pm)
Occlusion Culling Status Cool progress Andrew!... read more 02/22/2014 (11:51 pm)
Linux Dedicated Server - PhysX Congratulations! (You have rebuild the project without D3D to use Wine, for future reference)... read more 02/17/2014 (2:43 pm)
Linux Dedicated Server - PhysX Sorry. I've always found crossplatform work to be a nightmare, especially as I don't appreciate the ... read more 02/16/2014 (5:05 am)
How did you find garagegames? Ahaha, nostalgia!... read more 02/13/2014 (10:31 am)
How did you find garagegames? Oh boy, I'm not sure. I think it was from [url=http://devmaster.net/devdb/engines]DevMaster's Engine... read more 02/13/2014 (3:40 am)
Thinking out loud - Lets focus on Accessibility, Performance and Multi-platform for Torque 3D That sounds cool too, though. That way you'd have the occlusion result faster. With occlusion querie... read more 02/12/2014 (10:26 am)
Thinking out loud - Lets focus on Accessibility, Performance and Multi-platform for Torque 3D [quote] The downside to GPU based occlusion culling is more draw calls because it works by drawing ... read more 02/12/2014 (6:35 am)
Thinking out loud - Lets focus on Accessibility, Performance and Multi-platform for Torque 3D [quote] Draw call batching [/quote] This was implemented in TGEA. Are you sure it's missing?... read more 02/12/2014 (6:10 am)
Thinking out loud - Lets focus on Accessibility, Performance and Multi-platform for Torque 3D [quote] @Stefan yeah, but the Frustrum culling that T3D uses, picks most of the individual shapes u... read more 02/12/2014 (5:59 am)
Thinking out loud - Lets focus on Accessibility, Performance and Multi-platform for Torque 3D [quote] Read this thread. Edit: basically it's because occlusion culling reduces amount of primitiv... read more 02/12/2014 (4:58 am)
What can be done to keep hackers from ruining online games? No hacking is the same, so it depends on the type of hacks you're referring to. In general, keepi... read more 02/07/2014 (3:46 am)
Implementing Mantle [quote] From what I read mantle only really helps if you have a low end CPU as it offloads some CPU... read more 02/06/2014 (12:35 pm)
Problems with target tracking [quote] @Stefan The ret variable in interpolateTick() is just a MatrixF, so it doesn't have a getR... read more 02/05/2014 (2:57 pm)
Problems with target tracking I haven't read the code in detail, but yes - interpolateTick() is called each frame so it's definatl... read more 02/05/2014 (5:53 am)
C++11. To be or not to be? [quote] I have be interested to hear, how "inline assembly" are consistent with the "... read more 02/03/2014 (3:47 am)
C++11. To be or not to be? I guess I'd like to use lambdas and (in some rare cases) auto, but more than that - I'm not sure. Yo... read more 02/02/2014 (7:43 pm)
specific and interest a thread to discuss enhancements and improvemets for T3D I do prefer Bullet myself. I wish I had full time to work on T3D. I really love it, but it needs ... read more 01/31/2014 (9:09 am)
specific and interest a thread to discuss enhancements and improvemets for T3D I'm going to have to agree with Daniel here. Coding the tech is what gives me the most kicks. And th... read more 01/30/2014 (7:37 am)
Positional Audio... [quote] You sure you were using an optimal codec? I've used TeamSpeak, Mumble, Ventrilo and Roger W... read more 01/30/2014 (4:43 am)
Positional Audio... Hi Quinton, I did some research in this area for a client. There are a few options like Mumble (f... read more 01/29/2014 (11:57 am)
Looking for Debugging Advice You should be able to look at a 32-bit memory dump even if you're running 64-bit yourself. My exp... read more 01/14/2014 (6:07 am)
Looking for Debugging Advice How is the process compiled? As 32-bit? What architecture are you running? 64-bit or 32-bit? A cr... read more 01/13/2014 (9:43 pm)
App developer needed for The AlterVerse Project - HIRED OUT On Android it's not unusual for people to just load a webpage and release it on the Play Store even ... read more 01/07/2014 (10:08 am)
You don't have to hide your source-code Then go do it! All I can see are people complaining nothing happens, but they're not doing anythi... read more 01/04/2014 (11:39 am)
You don't have to hide your source-code Adding to that: Even though the OGRE community is bigger, it still takes a long time to evolve [thei... read more 01/04/2014 (5:47 am)
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