Game Development Community

What TSE has

by D B · in Torque Game Engine Advanced · 07/27/2005 (7:01 pm) · 12 replies

I have been wanting to include cel-shading in my game, and I have been recommended the TSE for that.

However, from what I read, it also seems to make the system requirements jump dramatically. I have also seen some cel-shading tutorials for TGE that would probably work out alright.

I would like to have cel-shading (or toon shading), and I was wondering what your take is on this.

Thank you.

#2
07/28/2005 (12:40 pm)
Thanks for the tutorial, Matt. :D I've noticed it said it was for OpenGL users; would I be able to use this code for DirectX? (Sorry if this sounds simple, but I'm new at this)

Thank you for your help.
#3
07/28/2005 (12:56 pm)
Well danny,
TGE is opengl..so the tut matt mentioned would probably be pretty painless to add to it.

If your wondering about directx for TGE's directX, no need to worry the DirectX in TGE is a wrapper that convertes directx calls into opengl calls.. so really its still opengl. At least thats the way it worked a while back..
Good luck
#4
07/28/2005 (2:33 pm)
Alright, thanks Matt and Kevin. :D
#5
07/29/2005 (6:58 am)
Do keep in mind that the current TSE is directx only--it's only TGE that has the wrapper concept that Kevin mentioned. That will change for TSE in the future, but there are no current expected "when it's done" dates, so keep that in mind when you select your code base if it is a fundamental design requirement for your project.
#6
07/30/2005 (3:39 pm)
Wait, will that tutorial work for both TGE and TSE?
#7
07/30/2005 (4:47 pm)
No tse is directx tge is opengl
#8
07/30/2005 (7:27 pm)
So, that tutorial would only be applicable for only TGE.

Sorry, Kevin, I must've been pretty out of it when I read it; I think my brain didn't register the first line of your first post. >.< My apologies there.

Thank you again, Kevin. :D
#9
07/31/2005 (12:58 pm)
Just to note - porting from TGE to TSE is super fast and easy, since most aspects of the engines are identical.
#10
07/31/2005 (2:27 pm)
Alright. Thanks, Ben.
#11
08/05/2005 (3:15 pm)
Are there any good pixel shader methods of cel shading? I'm mostly wanting to know if they are faster or slower than other cel shading methods if there are.
#12
08/05/2005 (4:53 pm)
Yes, using pixel shaders is the most robust, consistent and efficient way to accomplish cel shading. It will also allow you a lot of control for different types of cell shading (ie. how many tones do you want to display, do you show specular highlights?, etc.).