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James Urquhart's Forum Posts

Thread Post Date Posted
Modular Scripting Integration Thread @Mike The initial rationale for the lua integration was to see how well it could be done [b]using... read more 08/11/2014 (1:51 pm)
Using journals to test gameplay The Journalling system works pretty fine for reproducing gameplay (using -jPlay and -jSave). It's mo... read more 08/02/2014 (5:06 am)
Compiling T2D 64 bit Window - unicows.lib issue @Dan Visual Studio 2010 Express with the Windows 7.1 SDK ( see http://stackoverflow.com/questions/18... read more 08/01/2014 (7:07 am)
Compiling T2D 64 bit Window - unicows.lib issue @Dan I originally did the 64bit compile code and was able to build a 64bit windows build, so like... read more 08/01/2014 (6:33 am)
Improving TorqueScript @Dwarf King Unfortunately this work has pretty much stalled due to little to no interest. Feel fr... read more 07/05/2014 (7:16 am)
a "culling" type of shader?? Have you tried using the stencil buffer? ... read more 06/25/2014 (2:12 am)
Torque3D Linux Status @Felix In our case we use a crosscompiler. As of yet there is no 64bit build of Torque3D.... read more 06/08/2014 (2:15 pm)
Torque3D OpenGL Status @Luis figured as much. Though personally I have yet to get instancing actually working in my version... read more 05/29/2014 (8:45 am)
Torque3D OpenGL Status @luis just been looking at your instancing implementation, and I'm a bit confused. You seem to use a... read more 05/28/2014 (8:32 am)
Torque3D OpenGL Status Neat! Different approach but still good Noted a few things down on your commit if you are interested... read more 05/23/2014 (2:10 am)
Torque3D OpenGL Status Just an update on my observations. Not sure where @Luis's circular buffer implementation went to,... read more 05/22/2014 (11:33 am)
IDEA: Change TorqueScript Extension @Tim there's not really much of a reason why .cs and .newextension couldn't be used interchangeably.... read more 05/21/2014 (5:46 am)
"unused" TS arguments being optimised out Pushed a fix, enjoy!... read more 05/21/2014 (4:43 am)
"unused" TS arguments being optimised out Figured out the problem. What is happening is when the compiler goes through its precompile step ( h... read more 05/20/2014 (3:52 pm)
IDEA: Change TorqueScript Extension @Nathan Fair point, though normally you don't edit .ts files in text editors and scripters are un... read more 05/20/2014 (12:57 pm)
"unused" TS arguments being optimised out This occurs with T3D MIT. Steps to reproduce: - Turn off TORQUE_NO_DSO_GENERATION - Stick Omroth... read more 05/19/2014 (5:02 pm)
"unused" TS arguments being optimised out Just an update on this... The TS stuff is not merged into Ian's code. It seems %db is being pa... read more 05/19/2014 (4:34 pm)
Torque 3D DirectX11 Port - DirectX 9 refactor Just a note @Anis, in :: _getShaderConstants the code you are using to determine the type of matrix ... read more 05/18/2014 (10:39 am)
Reminder: T3D 3.6 issue freeze TOMORROW (19/5/2014) Posted a couple of issues ;)... read more 05/18/2014 (10:33 am)
Torque 3D Wii Support? Not sure about T3D itself but there was a Torque for Wii port a while back which I think a few games... read more 05/15/2014 (2:43 am)
Torque3D OpenGL Status @Anton sounds good! I was working on a volatile buffer myself but I'm currently caught up in some ot... read more 05/14/2014 (12:19 pm)
The 3 spaces/tab versus 4 spaces/tab thread I think its important to be consistent, otherwise the project will end up looking like more of a mis... read more 05/14/2014 (2:27 am)
"unused" TS arguments being optimised out Could be that the parser is optimizing it out. AFAIK it doesn't optimize any of this stuff out on a ... read more 05/13/2014 (8:58 am)
Torque3D's Import System Looking good! Can't wait for the node transforms, animations, materials, and everything else applica... read more 05/12/2014 (4:23 am)
Torque3D's Import System All the code used to construct a DTS from a DAE is located in ts/loader - pay special attention to t... read more 05/07/2014 (4:33 am)
Torque3D OpenGL Status @Anton I've made significant gains (i.e. doubled the framerate) by batching together by shader in... read more 05/06/2014 (4:31 pm)
T3D and static code analyzers Don't forget there is an Analyze tool in XCode. I'm guessing though its a frontend for the clang stu... read more 05/06/2014 (9:21 am)
Fur in T3D It wouldn't be as simple as "updating" the old TGE shader as that uses a completely differ... read more 04/30/2014 (12:00 pm)
Torque3D OpenGL Status Just thought I'd mention a few observations I've noted when working on with the OpenGL code for endz... read more 04/23/2014 (5:30 pm)
TorqueScript Improvement Status @Mike @Luis I pushed my lua interpreter code to https://github.com/jamesu/Torque2D/tree/scripting... read more 04/14/2014 (6:44 pm)
TorqueScript Improvement Status @Luis I'll see tomorrow what state the code is in. Its for Torque2D and it doesn't have the best bin... read more 04/06/2014 (3:17 pm)
Torque3D OpenGL Status @raa Funny you should mention that, I tried using HLSL2GLSL myself but found it pretty awful TBH ... read more 04/06/2014 (12:24 pm)
TorqueScript Improvement Status Both squirrel and lua are fairly easy to embed, though keep in mind the way torques object system wo... read more 04/06/2014 (12:16 pm)
Torque3D OpenGL Status Regarding my render target issue, it seems the problem was in fact something else related to the mip... read more 03/27/2014 (8:16 am)
Torque3D OpenGL Status Regarding my state block change, it seems the new state block gets assigned to mNewStateBlock not mC... read more 03/26/2014 (7:56 am)
Torque 3D DirectX11 Port - DirectX 9 refactor It should be noted that the DTS code makes use of GFXTriangleFan as shapes can include triangle fans... read more 03/24/2014 (8:56 am)
New Committee insights & feedback I think Jimmy makes a good point about the large pull requests - it's frustrating when you put a lot... read more 03/22/2014 (3:15 pm)
Torque3D OpenGL Status Been having a little problem with the generic shader setup in PrimBuilder. It doesn't take into acco... read more 03/21/2014 (8:35 am)
Torque 3D DirectX11 Port - DirectX 9 refactor Anis, I had a look at your code for reference in the interest of removing D3DX but I noticed a probl... read more 03/21/2014 (5:22 am)
Torque3D OpenGL Status I seem to be getting a problem with the render targets using the latest code. What seems to be happe... read more 03/14/2014 (6:00 pm)
Torque3D OpenGL Status @Anton doesn't seem to have fixed the problem here. Probably something weird happening in the shader... read more 03/14/2014 (7:53 am)
Calling-out TorqueScript from C , from a custom thread "Event time is less than current time" simply means you've inserted an event into Torques ... read more 03/10/2014 (7:28 am)
Torque3D OpenGL Status Is anyone here familiar with how the Advanced Lighting works? Our current OpenGL code is based on an... read more 03/09/2014 (8:44 am)
Torque3D OpenGL Status If anyone is having a hard time looking through the OpenGL traces with apitrace, simply change the i... read more 03/07/2014 (8:41 am)
TorqueScript Improvement Status Did something similar in my consoletyperefactor branch. https://github.com/jamesu/Torque3D/tree/cons... read more 03/02/2014 (5:15 am)
Networking - Lag on Camera with Oculus Rift Latency can vary a lot of the internet, so I would be a little weary about sending occulus input ove... read more 03/01/2014 (5:21 am)
iPad Retina display GUI weirdness For Frozen Synapse we ended up using retina resolution with a 1024x768 coordinate system for renderi... read more 02/18/2014 (12:23 pm)
Torque3D OpenGL Status @Timmy Ah thanks, I forgot to look for the name minus the prefix. So it's the direct equivalent o... read more 02/12/2014 (5:57 am)
Thinking out loud - Lets focus on Accessibility, Performance and Multi-platform for Torque 3D @Lukas I was referring to loading the mission script itself. It would be useful if the mission sc... read more 02/12/2014 (4:17 am)
Torque3D OpenGL Status @Luis I've noticed in the GFXGLVertexBuffer vertex buffer code you make use of glNamedBufferDataEXT,... read more 02/12/2014 (2:50 am)