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Funky Diver's Forum Posts

Thread Post Date Posted
TGEA 1.8.0 (1.8.1 Beta) bug - artifacts on Intel 965 Tested with TGEA 1.8.1 with all the suggested settings, the artifacts are still popping out on my X3... read more 08/18/2009 (4:18 pm)
iTGB / iTGE @Brett and David: thank you, guys for the detailed info, much appreciated! It does look like a neat ... read more 05/30/2009 (6:02 am)
iTGB / iTGE I'd like to revive this thread to add few more pre-sale questions (I'm considering iTGE and Unity3D ... read more 05/29/2009 (2:26 pm)
TGEA vs Unity 3D in 2009 @Andrew Brady: I think you are missing the point...... read more 04/05/2009 (6:46 pm)
TGEA vs Unity 3D in 2009 My 2 cents about having access to the source code. If the engine is flexible and allows to do a l... read more 03/29/2009 (6:19 pm)
TGEA 1.8.0 (1.8.1 Beta) bug - artifacts on Intel 965 @Jaimi: any help appreciated, thank you! I really would like to avoid any major changes to default... read more 02/13/2009 (12:29 pm)
TGEA 1.8.0 (1.8.1 Beta) bug - artifacts on Intel 965 console output continues: Engine initialized... Window focus status changed: focus: 1 Mapping s... read more 02/12/2009 (8:03 am)
TGEA 1.8.0 (1.8.1 Beta) bug - artifacts on Intel 965 Console output for Atlas Demo: //-------------------------- 2/12/2009 -- 10:42:09 ----- Processo... read more 02/12/2009 (8:01 am)
TGEA 1.8.0 (1.8.1 Beta) bug - artifacts on Intel 965 client/prefs.cs continues: $pref::Terrain::dynamicLights = "1"; $pref::Terrain::scree... read more 02/12/2009 (7:59 am)
TGEA 1.8.0 (1.8.1 Beta) bug - artifacts on Intel 965 I forced the client/prefs.cs generation, this is the contents: $Pref::backgroundSleepTime = "... read more 02/12/2009 (7:56 am)
TGEA 1.8.0 (1.8.1 Beta) bug - artifacts on Intel 965 @Jaimi - it's actually a very good point... I was running Atlas demo (has only one mega terrain tile... read more 02/12/2009 (7:54 am)
Gamebryo? any good? Fusion Fall went with Unity3D web player and it works pretty well on the date of official launch (ht... read more 02/09/2009 (7:38 pm)
TGEA 1.8.0 (1.8.1 Beta) bug - artifacts on Intel 965 FYI, played with the settings - same result, artifacts on pre-X3000 and X3000 cards... BTW, Unity3D... read more 02/09/2009 (2:09 pm)
TGEA 1.8.0 (1.8.1 Beta) bug - artifacts on Intel 965 @Chris - mine is X3x00 card, I wonder X4500 has better architecture? @Jaimi - I used a vanila SD... read more 02/06/2009 (9:45 am)
TGEA 1.8.0 (1.8.1 Beta) bug - artifacts on Intel 965 Another thing - Intel dominates Mac market as Mac mini and MacBook were sold with 950 chipset. Thing... read more 02/05/2009 (5:19 pm)
TGEA vs Unity 3D in 2009 @Randy - you can publish a game in Unity to Windows, only the Editor is Mac only at the moment, whic... read more 02/05/2009 (5:09 pm)
TGEA 1.8.0 (1.8.1 Beta) bug - artifacts on Intel 965 @Thomas Intel market share is decreasing, but stays strong. Fall 2008 shows Intel has 37% in XP-b... read more 02/04/2009 (7:38 pm)
TGEA vs Unity 3D in 2009 @Manoel Artists can just use Maya/Blender to build levels for Unity. There is no source contro... read more 02/04/2009 (7:20 pm)
TGEA 1.8.0 (1.8.1 Beta) bug - artifacts on Intel 965 @Michael - I do agree Intel card are not the best for gaming and they were criticized for hijacking ... read more 02/01/2009 (7:48 am)
TGEA vs Unity 3D in 2009 Here is my 2 cents. When I discovered Unity, I was blown away by the stability and features of th... read more 01/31/2009 (11:16 am)
TGEA 1.8.0 Beta Release Notes HERE I want to add that on Mobile Intel 965 (x3xxx) laptop card I see a lot of visual artifacts (no fog i... read more 11/23/2008 (8:17 pm)
TSE , is it ready yet ? OpenGL? What OpenGL? Stop dreaming, son... (C) Old Colonel ;)... read more 01/03/2007 (9:50 am)
TSE , is it ready yet ? It's in "final" beta, but not all the features are complete yet.... read more 01/02/2007 (3:38 pm)
MMORPG/MMOGS system for Torque... @Qbus: this prject is still in the development, it's slow but it didnt die yet :) Unfortunatly, ther... read more 11/16/2006 (1:29 pm)
Charlotte, NC - any game dev? Nice to meet you, Justin! I couldnt see that the schools are overcrowded :). I still have like 7 ... read more 09/21/2006 (8:33 am)
Charlotte, NC - any game dev? We just made a small research about quality of life in Charlotte and were shocked by the high ranks ... read more 09/20/2006 (2:38 pm)
Charlotte, NC - any game dev? Oh, well... :) At least, south of Charlotte is nice. Maybe I should visit Epic studio... I'm movi... read more 09/14/2006 (10:26 pm)
Editors running freakishly fast.... Meh, why did you downgrade your computer speed?! That was silly.. :) Just kidding ;)... read more 09/14/2006 (7:56 pm)
Torque/1.5/WhatsNew Let me think... 1.5 update of TGE wil have official shaders support and will fall back to low-end... read more 08/24/2006 (11:18 pm)
Very important question about TorqueX and XNA. I believe that TorqueScript files should be renamed to *.ts, it does create a mess already...... read more 08/23/2006 (12:39 pm)
XNA and the alike crap. What a dissapointment @David No way! You've shopped at Wal-Mart?!!! Shame on you! :)... read more 08/23/2006 (7:38 am)
Racing Sim It will not be easy, you will need to dive into C++ ;) Torque has only simple racing physics, no sw... read more 08/20/2006 (11:19 am)
Guide to the TGB GUI controls/classes? I double that, Don I'm going a slow route now, as you suggested... :) (takes about the same time ... read more 08/18/2006 (8:39 am)
Torque X @Jason: > 1) performance wise, .NET 2.0's CLR (the thing that actually runs your program) is quite ... read more 08/15/2006 (1:54 pm)
Tse default to tge rendering? TSE doesnt support fallback to non-shader cards - it's a big problem for many developers.... read more 08/15/2006 (11:07 am)
Garage Games using XNA framework? C'mon, Sun - release Java sources while it's not TOO late ;)... read more 08/14/2006 (3:38 pm)
Garage Games using XNA framework? All that is to drive Java away, and giving "free" oportunity for indies to release their games for F... read more 08/14/2006 (3:36 pm)
Full featured 2D Physics engine working Awesome - I hope stacking will be corrected and jittering will go away in TGB!... read more 08/14/2006 (2:42 pm)
Torque X I just got the idea why Microsoft is pushing XNA to masses ;) That's the whole conspiracy :) : a ... read more 08/14/2006 (1:42 pm)
Torque X I just think that TorqueX should be a multiplatform (Framework.NET & Mono) .net wrapper around TGB,T... read more 08/14/2006 (1:27 pm)
Torque X Will Torque X be sold seperetly? Or it's just an add-on to TGB, TGE and TSE?... read more 08/14/2006 (10:56 am)
Torque X It doesnt matter if you use C# or C++ in XNA - they all compiled to the bytecode If you just benc... read more 08/14/2006 (10:52 am)
Torque X Eat this :) [quote] GarageGames and Microsoft have agreed today to merge forces on the criticall... read more 08/14/2006 (8:31 am)
Torque X I hope they dont use MDX for that... :/... read more 08/14/2006 (8:25 am)
Multiple scenegraphs in TGE @Cliff: Is it similar to the client side as well? Just a variable that should be modified to a vecto... read more 08/05/2006 (11:15 am)
Mythology Games Best answer I've ever seen.... read more 07/29/2006 (3:25 pm)
Full featured 2D Physics engine working ODE can be used for both 2D and 3D. It will take about 2 month fulltime to implement and test it in ... read more 07/29/2006 (3:24 pm)
Forget about Oblivion, Dark Messiah of Might & Magic is coming.. My Oblivion is dusting on the shelf, it seems like I also want just to see the forest and fight some... read more 07/29/2006 (1:57 pm)
Forget about Oblivion, Dark Messiah of Might & Magic is coming.. To build an interactive environment is a difficult task, that's why they are building levels, not th... read more 07/29/2006 (11:33 am)
Forget about Oblivion, Dark Messiah of Might & Magic is coming.. 3 things: 1) XBoX $uck$ forev@! 2) I'm da M&M fan as well 3) Oblivion IS a mess (no fighting ridi... read more 07/28/2006 (11:14 pm)
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