Game Development Community

Clark Fagot's Forum Posts

Thread Post Date Posted
TSShapeInstance::setCurrentDetail Bug? Kirk, the code before had no effect since smNumSkipRenderDetails was 0 (i.e. mCurrentDetail<0 was al... read more 12/06/2007 (10:28 am)
TSShapeInstance::setCurrentDetail Bug? No, it's correct as is (had to stare at it for a while to remember why, though). As mentioned above... read more 12/06/2007 (9:55 am)
Units of Measure The unit of measure is arbitrary (you can call it kg if you want). I think the important question i... read more 10/15/2007 (1:40 pm)
Interesting problem with memory allocation and the profiler @Matt - the slowing might be happening due to the multithread code in the getProfilePath. I think w... read more 10/01/2007 (9:50 am)
Interesting problem with memory allocation and the profiler Clif, that does look like a bug. Some comments: 1) you may want to figure out why string table c... read more 09/30/2007 (10:05 am)
When will the 1.02 out? @Andy- It's Clark not Chris. :) I never said the next release was only bug fixes from the foru... read more 07/21/2007 (10:49 am)
When will the 1.02 out? @Tom - yep, just double checked and we don't have a public TGEA bug database. I removed the link ab... read more 07/20/2007 (1:23 pm)
When will the 1.02 out? "And finally as I leave, your statement, "With that said, see the secretary on the way out to have y... read more 07/20/2007 (11:18 am)
When will the 1.02 out? [Removed link to bug database. Sorry, we've been using forums for getting bugs from community up to... read more 07/20/2007 (11:07 am)
When will the 1.02 out? @Andy - maybe, maybe not. But it doesn't change a word of what I said above.... read more 07/20/2007 (11:04 am)
When will the 1.02 out? Hey guys. I believe this has all been stated before but let me state it again just in case. TGEA... read more 07/20/2007 (10:39 am)
Nasty platformMemory bug (and possible fix..) The problem with this kind of bug is you can never tell if it's in the system experiencing the crash... read more 07/12/2007 (10:01 am)
Nasty platformMemory bug (and possible fix..) @Todd - do you have a crash case by any chance? This code is certainly hard to follow so it is not ... read more 07/11/2007 (2:43 pm)
Default Material as CustomMaterial @Brian, beat you to it.... read more 07/01/2007 (11:52 am)
Info on addmaterialmapping changes/use This isn't a topic I'm all that familiar with, so most of this is based on reading code on a Sunday ... read more 07/01/2007 (10:48 am)
Sneaky LightInfo initialization @Jeff - thanks for the heads up. Yeah, we're trying to clean some of that stuff up. I assume you f... read more 06/28/2007 (1:46 pm)
Rumors about TGEA and v1.2 @Andy - actually, you wouldn't want a server to use both cpu's. A single game server doesn't peg a ... read more 06/27/2007 (9:52 am)
Rumors about TGEA and v1.2 As the Director of Engine development here at GarageGames (since aournd April or so) let me put the ... read more 06/19/2007 (12:20 pm)
VTune Good info on the get quat. Just shows the importance of profiling your own game and not just relyin... read more 05/25/2007 (9:21 am)
VTune Yes, VTune is great. I actually find the built in Torque profiler to be incredibly useful to (diffe... read more 05/24/2007 (4:46 pm)
What are you working on? Post Some Screenshots Notice the top 32 pixels or so of the screenshots. :) But they are TorqueX so he could do the same ... read more 05/19/2007 (8:24 pm)
BUG? Cumulative Ticking Difference The issue is always whether time mis-matches accumulate or not. If not, then the two computers ... read more 05/15/2007 (6:08 pm)
LangTable Bug (Solved) Stefan - can you send me the patch (or let me know who received the file). We were just looking for... read more 05/09/2007 (4:39 pm)
BUG? Cumulative Ticking Difference @Matias - so which solution did you try (tracking total time or turning off interpolation?). In eit... read more 05/06/2007 (10:30 am)
BUG? Cumulative Ticking Difference BTW, how are you doing a network game in TorqueX (since XNA doesn't include networking yet)? I assu... read more 05/04/2007 (2:20 pm)
BUG? Cumulative Ticking Difference @ Matias - what you are reporting does sound wrong. When Stephen first mentioned this thread to me ... read more 05/04/2007 (2:18 pm)
Bug? Mounted objects don't have collision @Michael, for your case I think there are a lot of work arounds. One would be to modify the eng... read more 04/25/2007 (10:29 am)
Bug? Mounted objects don't have collision @Michael- let me know how it works out. Since mounted objects don't move on their own (they just in... read more 04/24/2007 (1:09 pm)
Bug? Mounted objects don't have collision This is an area where TX differs from TGB. Because of the way mounted objects update, they don't ch... read more 04/24/2007 (9:30 am)
Player jitters when running client/dedicated server in 1.4 Well, I think the WinTimer fix in question was copied to TGEA by Brian before Matt copied it into T... read more 04/10/2007 (4:52 pm)
Player jitters when running client/dedicated server in 1.4 Anyone tracking this thread still? I believe this is related to a bug in the WinTimer wherein a rem... read more 04/10/2007 (4:29 pm)
TX Feature Request: T2DSpawnObject default naming We use types to look things up pretty often and I don't think there's ever been a bug there. Are yo... read more 04/10/2007 (11:15 am)
TX Feature Request: T2DSpawnObject default naming @Jonathon - using name to determine type isn't really optimal. Better would be to simply give them ... read more 04/10/2007 (10:14 am)
Mounted objects bugged in 1.5? I'm guessing that would have a major impact on performance because you'd now be updating mounted obj... read more 04/05/2007 (5:19 pm)
Mounted objects bugged in 1.5? Yeah, that pref turns off the interpolation, so you only move in spurts. Since you don't get the sl... read more 04/05/2007 (5:05 pm)
Source code for ObjectPooling test app @Paul - just to give you an update. We're taking this opportunity to port the Torque Profiler from ... read more 04/02/2007 (10:29 am)
Source code for ObjectPooling test app @Paul - did some quick tests on the PC and the perfmon graphs look the same for both pooling and non... read more 03/30/2007 (2:23 pm)
Source code for ObjectPooling test app @Paul - BraveTree email works.... read more 03/30/2007 (10:20 am)
Source code for ObjectPooling test app Thanks Paul. We'll give this a whirl on the 360 and let you know what it looks like. I'm kind of e... read more 03/24/2007 (10:46 am)
Object Pooling in .NET?? Roger that.... read more 03/19/2007 (9:13 am)
Object Pooling in .NET?? @Paul, that's great info. I agree that your short-term case is much like a projectile, so it's a go... read more 03/18/2007 (12:32 pm)
Object Pooling in .NET?? @Paul [quote]I hope I don't sound like a grumpy contrarian trying to poke holes in your shiny new... read more 03/18/2007 (10:01 am)
Tint a Static Sprite? @LP - sorry to post this so late. In the beta if you wanted a light to shine on only one object you... read more 03/14/2007 (9:49 am)
Object Pooling in .NET?? Someone just forwarded me this link, which I thought was relevant to this discussion: [url=http:/... read more 03/13/2007 (10:26 am)
When will TX support shader model v1.1 base requirement like XNA Yeah, the newest builds have fallback support. We just need to launch it so you can get your hands ... read more 03/13/2007 (7:52 am)
Object Pooling in .NET?? @Paul, thanks for your feedback. What you say doesn't land on deaf ears. We put object pooling in ... read more 03/12/2007 (9:21 am)
TorqueX and 3D Torque 360 would be a version of TSE that runs on the 360. It's a different ballgame than TorqueX. ... read more 02/05/2007 (12:02 pm)
TorqueX and 3D @Trent - good guesses.... read more 02/05/2007 (11:22 am)
Mouse Cursor @Devboy - didn't test the code or anything, but nice work. This functionality is on our short list ... read more 02/05/2007 (11:22 am)
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