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Dallas, TX
Interests: programming, multiplayer, esports
Recent Activity
Radiant floor heating is awesome. But if you are going to be away for extended periods of time, you'll want to make sure the pipes don't freeze on you and incur costly damage. When I googled off-the-shelf solutions, I kept finding somewhat expensive products which often came with proprietary apps... Continue reading
Posted Feb 6, 2022 at TTimo's blog
TL;DR - It sure would be nice if someone contributed support for JSON Compilation Database to Unreal Build Tool. Until then, here's what you can do: Install a patched version of Bear from (note: ttimo branch) From a clean UE4 tree, capture a compilation database: bear -o ./UE4Game.json ./Engine/Build/BatchFiles/Linux/ Continue reading
Posted Sep 3, 2018 at TTimo's blog
We have had a steady stream of fixes coming in from contributors over the last few months, to fix a number of memory errors and bugs across the map compiler (q3map2) and the bot routes compiler (bspc). Several of those fixes also improve the stability and correctness of the tools... Continue reading
Posted Aug 13, 2016 at TTimo's blog
Hello there! I have several things in the pipeline that will benefit from some public exposure, so I will try to post here more regularly. We'll start easy and talk about Yubico hardware keys today. I bought a Yubikey Edge last year, thinking that it was finally the end of... Continue reading
Posted Feb 7, 2016 at TTimo's blog
Time for a short retrospective on 2014. Late 2013 I registered an LLC in the state of Texas, and a large part of my time and energy this past year has been dedicated to building up a small consulting and development business. It is a challenging and rewarding adventure, and... Continue reading
Posted Jan 1, 2015 at TTimo's blog
It's been a slow year for GtkRadiant, but it's time to call it done for 1.6.4! See the full release notes, and check the downloads for your operating system. Thank you to Jay Dolan for his massive involvement in this release, bringing us MacOS X support as well as Quake... Continue reading
Posted Dec 26, 2013 at TTimo's blog
Yes, that's working fine. You have a good eye, it's an important piece of the design. The SDL input logic needs to happen in the thread that created the window, but the GL context can be accessed from another thread. There isn't really concurrency, it's just a shared context passed over from the main thread after initialization to the render thread.
Harley: yes! I should have mentioned those articles. Carmack's piece in particular is very thorough. es_core puts 'I', 'S' and 'RGV' respectively each in their own threads, input is sampled right at the beginning of RGV. "Late frame schedule time warp" would be a great addition, or even the "Continuous time warp" (which Abrash refers to as "racing the beam"). Those would need to be worked out at Ogre level though (e.g. inside the 'RGV' part). I've left the renderer as is for now, having plenty to do outside of that. Kantalol: I didn't know about Theron and libcppa. Those are definitely worth considering. I like that ZeroMQ offers bindings for a lot of languages though, and that it is supported by an active community. Far as SDL2, I picked what I'm familiar with really. I've used SDL and known the core developers for years. GLFW is a compelling alternative, it would be very easy to switch out. The current state of competitive, skilled FPS games is a topic that comes up often in discussions among my game industry friends, with players and with anyone involved with eSports. There is lament that no FPS title has been able to grow a big enough audience and pull enough... Continue reading
Posted May 11, 2013 at TTimo's blog
We haven't explicitly tested the terrain blending in FrozenSand's q3map2 fork. It's not a feature used much in Urban Terror mapping as far as I can tell, so it may be broken. You can still compile your map for Urban Terror with the latest 'general release' q3map2 (2.5.17) that is included in GtkRadiant. You won't get the FS enhancements like the lighting model, but you can see if the terrain blending works there at least. NOTE: It's best to track these things on the project tracker, I've copied this information over:
Quake 1 isn't supported in 1.6 at the moment. The games currently supported are Quake III Arena, QuakeLive, Wolfenstein: Enemy Territory and Urban Terror. Support for games that were in older release lines of the editor (such as Quake 1), would be pretty easy to add back. They are not included yet because no programmer has made a commitment to support them, and we have committed to "A small subset of well supported games" for 1.6 rather than the old approach of putting in as many game packs as we could. You will find more details about this in the Mission Statement section of the website.
GtkRadiant has been updated to version 1.6.3 The main item for this release is the addition of QuakeLive support. This includes support for the encrypted paks, and png textures support (including on models). bspc.exe (for bot navigation files), and a version of q3map2 with QuakeLive support is provided as well.... Continue reading
Posted Nov 3, 2012 at TTimo's blog
I write this as we are closing a family sailing trip in the south pacific (yeah, it's about as awesome as it sounds). Living with very little technology and only a few books is a refreshing experience. It's been a while since I posted here and I have a little... Continue reading
Posted Aug 16, 2012 at TTimo's blog
When we started bringing the GtkRadiant project back from the dead a few months back, I quickly realized that some of the new tricks I had been learning at Trivie could nicely apply to the challenges we faced. A large majority of GtkRadiant users run Windows. I'm mostly on Linux.... Continue reading
Posted May 26, 2012 at TTimo's blog
I remember having a look at wings3d. However someone would have to make a good case to me that Erlang is the right tool for the job on this one. While it's a finely crafted piece of engineering, I don't feel that Erlang is meant as a general purpose language. Haskell has several traits that make it more suitable for general purpose work imo.
Toggle Commented Feb 8, 2012 on Learn you some Erlang at TTimo's blog
Gaming is changing fast and I want to stay close to the technologies and media platforms that I think are most relevant. Down the road I would still like to focus on multiplayer and esports, pushing some of my own ideas in that direction.
Toggle Commented Feb 1, 2012 on Onwards ! at TTimo's blog
My presence at id wasn't going to make a Linux release more likely to happen. That didn't factor into my decision to leave, but I want to avoid any misconceptions about how much influence I had at the studio.
Toggle Commented Jan 29, 2012 on Onwards ! at TTimo's blog
I didn't realize it had been so long since my last post here. In a way I was waiting for something worth writing about, and that was a long time coming. I resigned from id earlier this week. Folks who know me well were not terribly surprised, but I suppose... Continue reading
Posted Jan 26, 2012 at TTimo's blog
If we knew then what we know now..
Toggle Commented Feb 20, 2011 on Learn you some Erlang at TTimo's blog
If you ever want to get started with Erlang I highly recommend this site. I found out after most of my basic language training was already done, but still learned a few good tricks. While QuakeLive was mostly Python, Database and Web work, this last year was almost exclusively C/C++.... Continue reading
Posted Dec 30, 2010 at TTimo's blog
.. is gone! For the longest time, I've had a Frankenstein in my closet. Heck, we all did (the nerds in my entourage at least). It used to work as a router, firewall, webserver, file server, print server .. at some point, it even hosted the Wolfenstein: Enemy Territory source... Continue reading
Posted Sep 22, 2010 at TTimo's blog
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Sep 15, 2010