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Timmy01's Forum Posts

Thread Post Date Posted
Deferred Shading If i had to take another guess i would say this a part of a preparation step on the pixel data befor... read more 07/04/2014 (6:58 pm)
Deferred Shading I gotta admit i never noticed that DXT5nmSwizzle class ;-). What i presume that is doing is actually... read more 07/04/2014 (6:10 pm)
Deferred Shading Yeah i know it can, what i'm getting at is you can manually do it and get the exact same results, dx... read more 07/03/2014 (7:23 pm)
Deferred Shading Anyway back on topic, i got the terrain spec working with the new material buffers that andrew imple... read more 07/03/2014 (4:33 pm)
Deferred Shading Yes that is all 100% correct however i have seen games ship using data in the red channel before usi... read more 07/03/2014 (3:56 pm)
Normals in Torque3D The red channel thing is only for dxt5 normal maps because currently T3D doesn't support parallax wi... read more 07/03/2014 (5:25 am)
Normals in Torque3D You mean the add-in with photoshop? With photoshop (or gimp) you get your regular normal map,now ... read more 07/03/2014 (4:50 am)
Normals in Torque3D In the code whenever T3D detects a normal map using dxt5 is treats it as dxt5nm no matter what. W... read more 07/03/2014 (4:38 am)
Normals in Torque3D It is not mandatory to blank out the two channels, it just gives better results if you do. So you ca... read more 07/03/2014 (4:27 am)
Normals in Torque3D With the terrain when you use dxt5 it assumes you are using dxt5nm which is just a swizzling trick. ... read more 07/03/2014 (1:06 am)
Deferred Shading I just tested a local build adding shader support for parallax in the red channel using dxt5nm and i... read more 07/02/2014 (10:37 pm)
Deferred Shading @Andrew Robinson: What is happening with the dxt5 issue, when the terrain cell material is put to... read more 07/02/2014 (10:13 pm)
Deferred Shading Just an update on performance on my current setup (AMD 7850 2gb): The specular stuff i am working... read more 06/30/2014 (5:27 am)
Deferred Shading Agree with az, let's just keep this thread about deferred shading for now. We won't be moving on to ... read more 06/30/2014 (3:39 am)
Deferred Shading Yeah the alpha problem with the detail map is very minor, i can already think of a good work around ... read more 06/28/2014 (6:18 am)
Deferred Shading Oops edited my last post instead of posting a new one, refer to that one for reply... read more 06/28/2014 (5:51 am)
Deferred Shading Well we can't keep everyone happy lol. There is also the option of using the dxt5 swizzle trick on t... read more 06/28/2014 (5:42 am)
Deferred Shading With the spec map, it is tied into the detail texture and uses the alpha channel. With the current s... read more 06/28/2014 (5:35 am)
Deferred Shading Using deferred shading also allows us to implement a very cheap method of using grey scale specular ... read more 06/27/2014 (10:15 pm)
Improving the terrain texture blending Nice work Lukas, this will be a welcome addition when you are finished.... read more 06/25/2014 (3:55 pm)
PhysX 3.x Plugin nice work paul :-)... read more 06/25/2014 (3:45 pm)
PhysX 3.x Plugin @Paul: Updated repo with a fix for that mass problem, i didn't notice that ShapeBaseData defines ... read more 06/23/2014 (4:18 pm)
Deferred Shading [quote]Not true. Unreal does not use deferred rendering at all.[/quote] From Official UE4 docume... read more 06/23/2014 (3:27 am)
PhysX 3.x Plugin Got it working i'm pretty sure paul. using this script it's firing the echo when i drop a PhysicsRig... read more 06/23/2014 (1:41 am)
PhysX 3.x Plugin leave it with me and i'll figure it out during the week, it's mostly likely something fairly minor.... read more 06/22/2014 (8:56 pm)
PhysX 3.x Plugin @Paul: The static shape doesn't seem to fire the onCollision using the default torque physics eit... read more 06/22/2014 (4:48 pm)
Deferred Shading Another example of a big studio changing over to deferred shading is CryTek . They changed to deferr... read more 06/22/2014 (4:22 pm)
Issues with Collisions. Everything is pretty well covered above. I will say one thing though, if you can get away with it tr... read more 06/22/2014 (4:09 pm)
PhysX 3.x Plugin @Daniel: Yeah the other plugins would need support added for the script. I guess i could change it t... read more 06/20/2014 (4:56 pm)
PhysX 3.x Plugin To be fair i should also point out the bullet physics plugin by default runs a simulation of 60hz w... read more 06/20/2014 (5:29 am)
PhysX 3.x Plugin Nice, thanks Daniel. Yeah honestly physx3 is great and it's super fast. Here are some very brief res... read more 06/20/2014 (4:55 am)
PhysX 3.x Plugin @Paul: I updated to the collision filtering to include the static objects. I am going to leave it... read more 06/20/2014 (1:58 am)
PhysX 3.x Plugin Ok the tsStatic is easy enough to add. Leave the player one with me and i'll take a look.... read more 06/19/2014 (9:43 pm)
PhysX 3.x Plugin @Paul: Another repo update with better onCollision support for PhysicsRigidShape. Let me know wha... read more 06/19/2014 (5:00 pm)
PhysX 3.x Plugin Updated testing branch with the terrain per triangle material support. I have showed a video before ... read more 06/19/2014 (5:01 am)
Physically Based Rendering [quote] and unreal 4 implementation specifically as a good baseline [/quote] Gotta say i got a ... read more 06/17/2014 (3:12 am)
PhysX 3.x Plugin The problem is the player class is different to all other objects, in physics land this is not like ... read more 06/16/2014 (10:00 pm)
PhysX 3.x Plugin Thanks paul, my contributions are minor compared to some others but everyone is keen to further T3D,... read more 06/16/2014 (3:57 pm)
PhysX 3.x Plugin @Jeff: The new shape paul is talking about is in the testing branch not the physx3 branch, not co... read more 06/16/2014 (3:38 pm)
PhysX 3.x Plugin Oh yeah paul, the file nvToolsExt32_1.dll doesn't need to be shipped with the release version of phy... read more 06/16/2014 (3:18 am)
Torque3D's Import System @Daniel: Good point ;-)... read more 06/15/2014 (10:05 pm)
PhysX 3.x Plugin Hey sorry mate i haven't done sfa since last i posted here. Keep getting side tracked with other T3D... read more 06/15/2014 (10:02 pm)
Physically Based Rendering I am quite aware how to post images, take a look at my many other posts. I prefer giving people a li... read more 06/11/2014 (2:55 pm)
Physically Based Rendering Here is my own PBS work in progress for my tank viewer i make for World of Tanks, unlike world of ta... read more 06/11/2014 (3:25 am)
Physically Based Rendering It uses Big world client too. Actually wargaming bought BigWorld. Anyway World of tanks still uses a... read more 06/11/2014 (1:49 am)
Physically Based Rendering While i won't contribute another post to this thread, here are a few before/after pbs screenshots fr... read more 06/11/2014 (12:25 am)
PhysX 3.x Plugin [quote]We're having fun with it :) [/quote] The most important part :) Another nice addition for... read more 06/10/2014 (10:29 pm)
PhysX 3.x Plugin Yeah it looks like a fun quirky game (i mean that in a good way lol ). Best of luck with it all, i n... read more 06/10/2014 (9:00 pm)
PhysX 3.x Plugin Hey awesome stuff, downloading now to have a play around.... read more 06/10/2014 (8:41 pm)
PhysX 3.x Plugin Also for anyone interested i have created a new branch physx3_vehicles [url]https://github.com/rexti... read more 06/10/2014 (6:48 pm)