Game Development Community

Richard Ranft's Forum Posts

Thread Post Date Posted
Ghosting Limits 0.6 would work if you were dealing with 10x10 pixels.... Remember, 0.0 to 1.0 is 0 to 100%, or 0 ... read more 09/22/2014 (1:35 pm)
An alternative bulletin board? LOL - just embed this site in that one.... How funny would that be?... read more 09/22/2014 (6:18 am)
First time user impressions, include dts versions of dae files in repo? Ah. The reason I brought up TC is that it's what GG was using internally to build, well, just about... read more 09/21/2014 (1:27 am)
Friday... [image]http://s3-ec.buzzfed.com/static/2014-08/27/19/enhanced/webdr09/anigif_enhanced-6114-140918380... read more 09/19/2014 (3:04 pm)
First time user impressions, include dts versions of dae files in repo? Actually, they could be pre-generated during the automated release build, I think. Isn't there a &q... read more 09/19/2014 (2:56 pm)
Friday... [image]http://s3.amazonaws.com/theoatmeal-img/comics/bobcats_friday/casual_friday.png[/image]... read more 09/19/2014 (12:22 pm)
Ghosting Limits [quote] Because if you draw the geometry from within a single networked object you're making 1 neto... read more 09/19/2014 (11:43 am)
Some questions about type masks Yeah, Steve is a little terse and I usually am, too. I would have suggested searching the project... read more 09/19/2014 (10:32 am)
Time of Day + shadows = jitter I have always gotten that - the shadows look like they're "crawling" for lack of a better ... read more 09/19/2014 (8:38 am)
Ghosting Limits Oh, come on guys - I said "something like" not "hammer that hack in there." lol... read more 09/19/2014 (8:20 am)
How to build a stand-alone package on a Mac? Hopefully Mich will chime in here, but I am not sure that the Shipping build is even relevant anymor... read more 09/18/2014 (5:04 pm)
First time user impressions, include dts versions of dae files in repo? You're right in that it's probably better to make them wait during checkout/download than the first ... read more 09/18/2014 (4:52 pm)
One-side collision with edge and chain shapes Nice catch - awesome work team! Now to come up with a better way to define the front vector.... ... read more 09/18/2014 (12:21 pm)
Ghosting Limits Knowing Daniel he's hit it on the head - TSStatics don't send status updates like Player, so they do... read more 09/18/2014 (9:42 am)
Ghosting Limits The deck's not stacked [i]against[/i] you - the right hand wasn't dealt, but there are an awful lot ... read more 09/18/2014 (8:11 am)
One-side collision with edge and chain shapes Sweet - I can add this to mine and make a PR pretty easily.... read more 09/18/2014 (6:31 am)
dx11 I'm guessing you missed this: http://www.garagegames.com/community/forums/viewthread/136513 It's ... read more 09/18/2014 (6:24 am)
Difference between "class" and "superClass" properties Ah - right, packages.... It's funny how easy it is to forget about those. I'm just saying that th... read more 09/18/2014 (6:21 am)
Ghosting Limits [quote] I know I'm coming off as a bit of a killjoy, but if something's worth doing, it's going to ... read more 09/18/2014 (6:15 am)
Does T3D make use of SLI setups? Oh, oh, I see what they've done. It's no longer "Scan-Line Interleave," it's "Scalab... read more 09/17/2014 (4:44 pm)
Does T3D make use of SLI setups? Ah - if it's on a Windows machine then the Nvidia Experience software can set "optimal modes&qu... read more 09/17/2014 (4:26 pm)
Ghosting Limits Ah, the control object... lol - should have caught that. I'm going to have to start actually steppi... read more 09/17/2014 (4:01 pm)
Debug mode, "unable to load game library", visual studio hints? That shouldn't matter - dll is Dynamic Link Library, while the lib is for static linking. They shou... read more 09/17/2014 (2:04 pm)
Ghosting Limits What about objects that are not in scope for anyone connected to the server? Do they really need a ... read more 09/17/2014 (1:41 pm)
Does T3D make use of SLI setups? The way I've always understood it, SLI is handled at the driver level - the game shouldn't even care... read more 09/17/2014 (1:28 pm)
Debug mode, "unable to load game library", visual studio hints? I've been making a bad habit of directly manipulating the .vsproj files - mostly to correct intermed... read more 09/17/2014 (12:42 pm)
Ghosting Limits I think I see the root of this - NetObject::onCameraScopeQuery(NetConnection *cr, CameraScopeQuery* ... read more 09/17/2014 (12:32 pm)
Ghosting Limits Vector gets my vote. The array was probably a classic case of "there will never be a need fo... read more 09/17/2014 (8:36 am)
Shader on GUI controls? I'm aware that virtually everything in Torque is actually rendered in 3D. I agree that it can be do... read more 09/17/2014 (8:30 am)
Shader on GUI controls? I've got a series of silly questions: What are you trying to accomplish? Is this for a in-game H... read more 09/16/2014 (5:06 pm)
Shader on GUI controls? @Kevn - Sorry boss, like Tim says, Torque's GUI controls don't support materials and therefore shade... read more 09/16/2014 (4:40 pm)
Shader on GUI controls? You'd end up doing a ton of work. The traditional way of doing that is with animated gui elements u... read more 09/16/2014 (1:16 pm)
Any link to Deathball Desert with the world editor? Ah - I own a copy myself but I haven't done more than skim it. Thanks Scott!... read more 09/16/2014 (12:10 pm)
Any link to Deathball Desert with the world editor? Is there any chance we could get Dave to update those parts of his cookbook that reference non-MIT a... read more 09/16/2014 (11:47 am)
Any link to Deathball Desert with the world editor? Hmm - Looks like the assets for that were stripped from the MIT release. Have to get with the Commi... read more 09/16/2014 (8:03 am)
I've got a bug, who wants to figure out what it is? [image]http://s3-ec.buzzfed.com/static/2014-08/27/19/enhanced/webdr09/anigif_enhanced-6114-140918380... read more 09/16/2014 (6:18 am)
Difference between "class" and "superClass" properties Yeah, TorqueScript's version of OOP is loose to say the least. According to that error message it w... read more 09/16/2014 (6:02 am)
I've got a bug, who wants to figure out what it is? lol - wow, didn't even notice I had skipped the %.... Anyway, I've discovered that sometimes you... read more 09/15/2014 (7:11 pm)
Difference between "class" and "superClass" properties Hey, I was only copy/pasting an error message from the engine - lol. It does indeed appear that at ... read more 09/15/2014 (4:28 pm)
Difference between "class" and "superClass" properties The console document fragment from the engine isn't very helpful, but both superClass and class are ... read more 09/15/2014 (1:14 pm)
I've got a bug, who wants to figure out what it is? This would be easier to debug if you broke them down: [code] GCSceneWindow.setPosition(getres().X*... read more 09/14/2014 (10:21 am)
L3DT Pro - Texture map problems when editing in 3D You might have better luck at the developer's forums - GarageGames did not make L3DT, they're just t... read more 09/14/2014 (10:12 am)
Ghosting Limits I think the ghost list isn't properly removing ghosts - and that could be an issue in other games. ... read more 09/13/2014 (3:54 pm)
T2D Dedicated Server I have no idea - I haven't looked at the Linux/Unix code at all. That looks like a macro wrapper fo... read more 09/13/2014 (2:37 pm)
vehicle animation sequence names ? That's what I looked up - TGE 1.5.2 just adds wheels and tells the car which wheels steer and which ... read more 09/12/2014 (1:00 pm)
First person melee animation question Hey Adam, have you looked at Kevin Mitchell's RPG blogs? http://www.garagegames.com/community/blogs... read more 09/12/2014 (8:44 am)
vehicle animation sequence names ? Don't know if those harken back to the TGE days, Az.... If you have the starter.racing sample, ch... read more 09/12/2014 (8:40 am)
Friday... [image]http://thefunnyplace.org/wp-content/uploads/2014/01/Its-friday.jpg[/image]... read more 09/12/2014 (5:53 am)
What section to display code in? If it's your own code then I don't see how anyone could object. In cases where you want to show con... read more 09/11/2014 (4:25 pm)
Light bleed through - is it addressed in 3,6? Might be something in the shadow bias settings or implementation....... read more 09/11/2014 (4:18 pm)