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DavidRM's Forum Posts

Thread Post Date Posted
A complete NDA & Contractor Agreement I recommend [url=http://www.nolo.com]Nolo.com[/url] for inexpensive boilerplate contracts of all sor... read more 08/03/2006 (9:28 pm)
Too Many Details for Mesh? As of TGE 1.4, DTS objects don't have a limit on the number of collision meshes. However... 1) Ol... read more 07/30/2006 (7:45 pm)
Looking for Feedback: Master Server/Database Configuration Josh: I had read your blog post about server architecture with interest. Your needs are rather more ... read more 07/22/2006 (4:17 pm)
Opinions on buying through GG or other sites? Where did you find the book cheaper? I bought it off Amazon.com, paying a few bucks more than GG cha... read more 07/22/2006 (12:33 pm)
Looking for Feedback: Master Server/Database Configuration John: Good point. I'll give that some thought. When I read the posts about people using HTTPObjec... read more 07/22/2006 (12:24 pm)
Terrain & Static Not Lighting/Shading Equally John, I implemented that fix. There is a noticeable difference (a good one). If this is as close ... read more 07/06/2006 (1:27 pm)
Foliage Replicator *square Todd, I was about to tackle this today, but someone pointed out this thread to me. Have you ha... read more 06/30/2006 (9:31 am)
Terrain & Static Not Lighting/Shading Equally John, I took these 2 shots today. The first is from our own project's EXE: [image]http://www.a... read more 06/28/2006 (2:57 pm)
Terrain & Static Not Lighting/Shading Equally OK...I played with turning off the terrain overbright. Mostly I decided I liked the bright terrain, ... read more 06/27/2006 (10:54 am)
Expanding the Cel shading and outling resources It sounds like I didn't get the outline working properly for sorted meshes with billboard items. I d... read more 06/19/2006 (8:41 am)
Expanding the Cel shading and outling resources In bool TSStatic::onAdd(), change: [code] mShapeInstance = new TSShapeInstance(mShape, isClie... read more 06/18/2006 (5:47 pm)
Expanding the Cel shading and outling resources Tom, It's because "computeCRC" is not a persistant field of TSStatic. If you add that data member... read more 06/18/2006 (11:24 am)
EXT_vertex_buffer Good information. I had been pondering the same thing lately (OGL vertex buffers in TGE). I'm tar... read more 06/18/2006 (10:17 am)
Expanding the Cel shading and outling resources The trees in the Stronghold mission are sorted meshes. The trunks should be outlined, but not the le... read more 06/16/2006 (10:50 am)
Expanding the Cel shading and outling resources Tom, Statics can be supported already, since they are based on TSMesh. You just need to update th... read more 06/15/2006 (1:26 pm)
Which is your target OpenGL version? Currently, I'm targeting OpenGL 1.4 as the base. That provides the features to get the look we want ... read more 06/14/2006 (4:38 pm)
Dedicated Server Build for Linux Error I should've been more specific in my last post: I did get the HEAD to build properly, once I had SDL... read more 06/10/2006 (7:43 am)
Dedicated Server Build for Linux Error The Xft dependency seems to be from the "old" 1.4. The HEAD didn't bump into it. Thanks. -Davi... read more 06/09/2006 (2:36 pm)
Dedicated Server Build for Linux Error Well...I pulled the HEAD from CVS. I got a libsdl error. I don't know if that means the HEAD fixes t... read more 06/09/2006 (2:06 pm)
Projectile/Decal Questions Ron, About your first question: From what I've seen, the TGE projectile code can't handle that "o... read more 06/09/2006 (1:27 pm)
Dedicated Server Build for Linux Error Philippe: I was hoping for something a bit more specific. Ah, well. I'll try a CVS download of Torqu... read more 06/09/2006 (1:18 pm)
Guys get stuck together during collision Here's a possibility: Track the last object collided with, and turn off the collisions for that obje... read more 06/04/2006 (4:21 pm)
Max2dtsexporter - Plus? Or No-Plus? *bump* Did I ask in the wrong forum? -David... read more 05/31/2006 (7:35 pm)
Resource approval ? E3 was the excuse in late April and early May. I guess maybe GG went to Jazz Fest in New Orleans ... read more 05/26/2006 (10:34 pm)
Resource approval ? Rather than start a new thread, I'll just use this one. Recycling, doing my part... I have 2 reso... read more 05/25/2006 (9:41 am)
Cartoon shaders? @Paul: No problem at all. I'm hoping the resources get approved soon... @Mark: There is a mild pe... read more 05/10/2006 (7:53 pm)
Issue "Wrapping" Decals @Paul: Yah. Though it's still waiting for animation and proper scripting. Right now it's just "the l... read more 05/05/2006 (11:04 am)
Issue "Wrapping" Decals I hadn't thought of it as a resource, really. More of a plea to "Please look at my code and tell me ... read more 05/04/2006 (9:49 pm)
Issue "Wrapping" Decals I cleaned up the code some today and it's mostly working now. Still has issues with some surfaces (e... read more 05/04/2006 (1:12 pm)
TLK & Cel Shading Yah, it worked as advertised. Thanks! =) -David... read more 05/01/2006 (7:57 pm)
Outline Shading Issue I posted the outline code as a resource: [url=http://www.garagegames.com/index.php?sec=mg&mod=res... read more 04/30/2006 (1:06 am)
TLK & Cel Shading Thanks, John! -David... read more 04/28/2006 (2:16 pm)
TLK & Cel Shading I'll do that, John. Thanks. -David... read more 04/27/2006 (8:39 pm)
Outline Shading Issue OK...I checked out the stencil shadows resource and was able to strip it down to be just an outline ... read more 04/23/2006 (11:06 pm)
Multiple Textures on a DTS Object - Performance Issue? To sum up then: * Yes, there is a performance hit (due to state changes), but * No, it doesn't m... read more 04/23/2006 (9:46 am)
Cel Shading in Torque - An Evolutionary Approach @Alan, Ah, OK. The solution is: Put a NULL in as the first parameter of those two render() cal... read more 04/21/2006 (10:19 pm)
Cel Shading in Torque - An Evolutionary Approach My bad. I did leave out an include in TSMesh.cc (scenegraph.h). I updated the post (pt 1) and the [u... read more 04/21/2006 (7:35 pm)
Cel Shading in Torque - An Evolutionary Approach I posted it as a resource. [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=vie... read more 04/21/2006 (5:11 pm)
Cel Shading in Torque - An Evolutionary Approach [b]The Third Attempt - Honest-to-God Cel-Shading in Torque [/b] OK, this one requires a bit more ... read more 04/21/2006 (2:54 pm)
Cel Shading in Torque - An Evolutionary Approach Alan: If you haven't disabled the lighting, OpenGL will override you. That's about all I can think o... read more 04/20/2006 (7:44 pm)
Cel Shading in Torque - An Evolutionary Approach Alan, You might make sure that the lightVector declaration isn't inside a nested code block. I've... read more 04/20/2006 (4:07 pm)
Cel Shading in Torque - An Evolutionary Approach Paul, I agree about env mapping in a cel shaded world. Just wanted to mention it *before* someone... read more 04/20/2006 (4:05 pm)
Cel Shading in Torque - An Evolutionary Approach [b]The Second Attempt - Smooth-Flat Cel Shading[/b] In an attempt to smooth out the shading when ... read more 04/20/2006 (3:34 pm)
Cel Shading in Torque - An Evolutionary Approach The post length limit forced me to move some of my comments here. Here's a screen shot of "flat c... read more 04/20/2006 (2:48 pm)
Getting the Light Direction in TSMesh::render() Scott, Thanks, I'll make that adjustment. -David... read more 04/19/2006 (9:34 pm)
Getting the Light Direction in TSMesh::render() I'll release the cel shading code when I've cleaned it up some. In the meantime, here's the gist of ... read more 04/19/2006 (8:26 pm)
Getting the Light Direction in TSMesh::render() Can't use the model view matrix...unless you can remove the "view" part from it. Which seems more tr... read more 04/19/2006 (5:48 pm)
Getting the Light Direction in TSMesh::render() Like this? [code] Point3F lightVector; lightVector=-lightManager->getShadowLightDirection(); ... read more 04/18/2006 (9:35 am)
Outline Shading Issue I have seen that happen when I put the outlining code *before* the render code in TSMesh::render(). ... read more 04/16/2006 (8:47 pm)
Getting the Light Direction in TSMesh::render() Brian, That did help. Thanks. Now to find a simple way to get at the mWorldToObj member or get... read more 04/15/2006 (7:08 pm)
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