About code conjured, technologies discovered, games designed and brick walls hit.
Showing posts with label Torque 3D. Show all posts
Showing posts with label Torque 3D. Show all posts
2013-02-21
David Wyand's new cookbook on Torque 3D
Recently I had the privilege to work alongside Logan Foster and Chip Lambert (among others) as a technical reviewer for David Wyand's new Torque 3D Game Development Cookbook (Amazon link, Packt link). I have all versions of the book - draft, ebook and printed - and I'm very happy about how it turned out in the end. Packt Publishing asked me to do a short, public review as well - I hope this helps Torque 3D developers decide on whether this is the right book for them. (Hint: It is.)
2012-10-22
Xenocell: Viral Video and Launch Litany for the win!
After over four years of development, it looks like Xenocell is getting close to its launch. Read on to learn about what Xenocell is and why we need some help getting it off the ground.
2012-04-17
Static code analyzer for Torque 3D BitStreams
Some very crude code that finds out of balance objects in terms of server/client bit stream communication in the Torque 3D game engine. I know, exciting, right?!
2011-06-21
Debugging Torque 3D Network Packets
Yesterday (and today) I spent a LOT of time debugging network packets in our game, Xenocell. I had TORQUE_DEBUG_NET defined and tried to do this "live" meaning via direct connection to a dedicated server.
The client was a DEBUG binary and the server was running release. Fortunately before spending more than 20 hours on finding out why I was getting an invalid checksum right after initiating the connection, I found Stefan Lundmark's thread over at GarageGames.com.
The client was a DEBUG binary and the server was running release. Fortunately before spending more than 20 hours on finding out why I was getting an invalid checksum right after initiating the connection, I found Stefan Lundmark's thread over at GarageGames.com.
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