Work done, to be done, planned
by Frank Bignone · in Torque Game Engine · 02/12/2002 (10:00 am) · 46 replies
The purpose of this thread is mainly to post on which part / issue you are currently working on, or worked on, in order to know who is doing what, and to share some points on how to solve specific problems.
I will start. I'm currently working on these topics for Dog of Prey game :
- cell-shading : I have a simple algorithm running in the code but it's more an hack than something well integrated in the rendering pipeline. It is also a little bit slow.
- collision system for vehicle : my first priority and still under 'heavy' development
- gui hud : almost finished. I also upgraded the hud put in the torque resources pages
- object viewer gui : done
- ...
That's my main point for the moment
I will start. I'm currently working on these topics for Dog of Prey game :
- cell-shading : I have a simple algorithm running in the code but it's more an hack than something well integrated in the rendering pipeline. It is also a little bit slow.
- collision system for vehicle : my first priority and still under 'heavy' development
- gui hud : almost finished. I also upgraded the hud put in the torque resources pages
- object viewer gui : done
- ...
That's my main point for the moment
About the author
Real programmers don't waste time recompiling; they patch the binary files... ... Real programmers don't waste time patching binary files; they patch memory.
#22
Ok, I'll keep the old format posts..
A thread per proposal idea it is then :))
Frank: didnt miss you bud, just didnt have much need to respond there straight off. I'll put you on the projects you mentioned.
Ok, I'll have a go at creating the project setups now.
Phil.
02/14/2002 (3:03 pm)
Forgot completely about the update notification..Ok, I'll keep the old format posts..
A thread per proposal idea it is then :))
Frank: didnt miss you bud, just didnt have much need to respond there straight off. I'll put you on the projects you mentioned.
Ok, I'll have a go at creating the project setups now.
Phil.
#23
02/15/2002 (1:51 am)
Is there any need for an artist 2D/3D in any of these projects??? It seems like it's mostly coding and stuff, though you probably will be needing test shapes in the future..
#24
What about two more projects. One is getting the project running on Linux, and the other is getting it running on the mac.
I know that they both run on them already, but at least for Linux, there isn't a set documented way (I don't know about the mac, since I don't use one).
I just think it would be good to standardize what needs to get done to get Torque working on those platforms, so that other projects can easily get their games working on several platforms.
03/04/2002 (3:15 pm)
I hope this is the right place to suggest this.What about two more projects. One is getting the project running on Linux, and the other is getting it running on the mac.
I know that they both run on them already, but at least for Linux, there isn't a set documented way (I don't know about the mac, since I don't use one).
I just think it would be good to standardize what needs to get done to get Torque working on those platforms, so that other projects can easily get their games working on several platforms.
#25
(this part is for Nebula)
1.get ODE pysics working and in stable form
2.re-configure the skydome to support more than 2 layers (i was thinking more like 5)
3.get a nice tekdemo working using ODE, flatterrain, skydome, selfshadowing, particles, collision detection, and Keyboard input.
(as for other stuff)
1.finish killing some bugs with GTW (the Great Tribal War mod for T2)
2.work on T2RPG some more (im assembling a DEV team now)
3.PURCHASE TPRQUE!
Woooooo! ok thats about it...
(but remember i do some of this at the same time ALL day long)
03/04/2002 (6:23 pm)
Well let me add to the list of things i need to do:(this part is for Nebula)
1.get ODE pysics working and in stable form
2.re-configure the skydome to support more than 2 layers (i was thinking more like 5)
3.get a nice tekdemo working using ODE, flatterrain, skydome, selfshadowing, particles, collision detection, and Keyboard input.
(as for other stuff)
1.finish killing some bugs with GTW (the Great Tribal War mod for T2)
2.work on T2RPG some more (im assembling a DEV team now)
3.PURCHASE TPRQUE!
Woooooo! ok thats about it...
(but remember i do some of this at the same time ALL day long)
#26
i have some experience with quake3 shader in fact i made a q3 clone :), maybe i can help somewhere? but like i read, Pat Wilson said, this is a pain in the ass and its true :P
let me know if you want my help
regards,
03/27/2002 (6:17 am)
shader:i have some experience with quake3 shader in fact i made a q3 clone :), maybe i can help somewhere? but like i read, Pat Wilson said, this is a pain in the ass and its true :P
let me know if you want my help
regards,
#27
I am also working on a few different variables that will alter the particle behaviour from their standard form.
07/19/2002 (6:16 pm)
I'm currently working on extending the particle system, in its current form it is quite configurable, but I want to enhance emitters so that they can spit out multiple particle types or attach additional emitters to them, I'm quite close but it is a little hacked, once I've got it working I will start with a clean version of the latest HEAD build and make neat and tidy and submit it.I am also working on a few different variables that will alter the particle behaviour from their standard form.
#28
07/19/2002 (7:08 pm)
Sylvain, yes I remember seeing your quake3 engine with shaders, very impressive, you can go ahead and try implementing them in torque, it would be a very great thing! Good Luck!
#29
These features include
1) Different particle emitter for water
2) Different explosion effect for water
3) Projectile sound
Future Projects include but are not limited to:
1) Added Demo Recording functionality such as demo rewinding, fastforwarding, pause, repeat, bookmarking, and so forth.
2) Player normal maps for the use in fast and accurate bump mapping to simulate high poly counts.
3) Deformable terrian.
07/19/2002 (7:14 pm)
I'm currently working on the projectile code. Some of the features of the projectiles were accidentaly removed from the initial extraction from Tribes 2.These features include
1) Different particle emitter for water
2) Different explosion effect for water
3) Projectile sound
Future Projects include but are not limited to:
1) Added Demo Recording functionality such as demo rewinding, fastforwarding, pause, repeat, bookmarking, and so forth.
2) Player normal maps for the use in fast and accurate bump mapping to simulate high poly counts.
3) Deformable terrian.
#30
Now if you talking about quake3 that's different, that is not what we currently call shaders, it's more of an advanced blending system with a decent descriptive language for it. after all quake3 came out long before we had hardware shader effects.
So getting torque up to the quake3 level would be a big gain, since most people would still be able to enjoy the gain. Writing a true hardware only shader system affects the least amount of people at this point in time.
But something like quake3 would enable everyone(within reason) to see specular effects, projected textures, etc.
and if you used the quake3 shader language it would be even easier and faster to get cool effects into torque.
It would be a good interim step on your way to adding full hardware shader support. IMHO.
anyway just a thought. I just think the quake3 like shader system would give a lot of bang and would be available to a lot more people. Right now I can see all these cool effects just on a geforce2 but for all that hardware shader junk I'd have to buy a geforce3 or 4 and I dont think as many people are at the level yet.
You want people to play the games you make with torque and you want it to be available to the most amount of systems you can muster. I would put off the hardware support for a little while and do the quake3 shader like system first.
07/23/2002 (11:52 am)
I'd like to suggest something a little different then a shader system. Writing a shader system would not get you much bang for the buck(at least hardware shaders)Now if you talking about quake3 that's different, that is not what we currently call shaders, it's more of an advanced blending system with a decent descriptive language for it. after all quake3 came out long before we had hardware shader effects.
So getting torque up to the quake3 level would be a big gain, since most people would still be able to enjoy the gain. Writing a true hardware only shader system affects the least amount of people at this point in time.
But something like quake3 would enable everyone(within reason) to see specular effects, projected textures, etc.
and if you used the quake3 shader language it would be even easier and faster to get cool effects into torque.
It would be a good interim step on your way to adding full hardware shader support. IMHO.
anyway just a thought. I just think the quake3 like shader system would give a lot of bang and would be available to a lot more people. Right now I can see all these cool effects just on a geforce2 but for all that hardware shader junk I'd have to buy a geforce3 or 4 and I dont think as many people are at the level yet.
You want people to play the games you make with torque and you want it to be available to the most amount of systems you can muster. I would put off the hardware support for a little while and do the quake3 shader like system first.
#31
In another thread, Ryan Armstrong had asked if I would head up the admin side of a group, or groups of people to add things such as shaders. I initially said no, though I'm reconsidering because I think the TGE has a great future and want to ensure it stays current. If I get enough support, then I'll work on it.
A few ideas:
......*final code will be given back to the community
......*dev. code will be semi-closed until it's ready for release. I thought this might inspire more help as it would mean the people working on the project would have the first games with the improvements. This idea is about pooling resources so people don't reinvent the color wheel.
......*all this would take place off-site, since it would be semi-closed
......*use TUTOS or php for project tracking.
Ideas? Thoughts?
I saw many volunteers for shaders...so, I believe it could be done.
Eric
playswithwolves@hotmail.com
09/19/2002 (8:59 am)
Dragging up an old topic, but for a good cause.In another thread, Ryan Armstrong had asked if I would head up the admin side of a group, or groups of people to add things such as shaders. I initially said no, though I'm reconsidering because I think the TGE has a great future and want to ensure it stays current. If I get enough support, then I'll work on it.
A few ideas:
......*final code will be given back to the community
......*dev. code will be semi-closed until it's ready for release. I thought this might inspire more help as it would mean the people working on the project would have the first games with the improvements. This idea is about pooling resources so people don't reinvent the color wheel.
......*all this would take place off-site, since it would be semi-closed
......*use TUTOS or php for project tracking.
Ideas? Thoughts?
I saw many volunteers for shaders...so, I believe it could be done.
Eric
playswithwolves@hotmail.com
#32
09/22/2002 (12:53 pm)
No interest?
#33
09/22/2002 (10:35 pm)
yea there is interest...
#34
Last note, no one mentioned this, but my team is working on DOT3 Bumpmapping support for .dts, .dif, and terrain, if all goes well, we should be able to have it working properly in the nect 3 or 4 weeks.
09/22/2002 (11:34 pm)
Hey eric, I have talked with the admin of the web server that my project, Tactical Assault is located on, and I have secured us web-space for this community. I am thinking of setting up a simple PHP-Nuke site to act as our front-end, then we could use either the PHP forums, or get IkonBoard to allow interaction. My idea was that all the graphically related projects and coders should have a place dedicated to just that purpose. I feel that would speed up development, and give coders a good place to get feedback and support without being lost in the sea of GG posts. The space is still available, and if I could get the people who are interested in graphic enhancements (Phil [alt render methods], Ace [Avi], Pat Wilson [Shaders], Justin Mette and Justin Myers, Frank [Shader], Pascal [to do artwork], Sylvain [Quake3 Shader System - Very good idea], Owen [Particle], Robert [Particle Interaction]) if you guys are interested in moving the collaboration to a dedicated community, I can get us set up with everything we need. BUt I have to have people there to ge the thing going. This site could also carder towards other aspects of the engine, but I think it would be a good idea to see if we can build a good graphical community to see if this works, then expand into other areas. But like I said, Eric (Glad to hear that you ar enow interested), and the rest of you, if you guys are interested, I'll get the dedicated community set up right away. Any support for this?Last note, no one mentioned this, but my team is working on DOT3 Bumpmapping support for .dts, .dif, and terrain, if all goes well, we should be able to have it working properly in the nect 3 or 4 weeks.
#35
09/22/2002 (11:43 pm)
That reminds me, I am moving on Wednesday, so if I could get a gage of support before then that would be great, and I can get everything set up ASAP. After Wednesday, I will be without the internet for about 5 or so days.
#36
Do you think we should have a small project to showcase the added effects as well as a common environment to work with? Screensaver, game demo, mechinema, or even Realm Wars?
Eric
09/23/2002 (6:43 am)
Sounds very good, Ryan. Hopefully more will join up too.Do you think we should have a small project to showcase the added effects as well as a common environment to work with? Screensaver, game demo, mechinema, or even Realm Wars?
Eric
#37
09/23/2002 (3:37 pm)
Hmm I think that would be a good idea, to have a demo app that people could download to see the latest effects in action. I think a simple game would be the best rather then Realm Wars, it would make it easier to integrate, and wouldn't be "bogged down" by gameplay (I know that sounds kinda weird). But just a basic game, probably some sort of FPS or action related game. Something the community could discuss. I will be getting IkonBoard set up really soon, I'll pot progress in this forum.
#38
Something simple, but high on eye candy.
09/23/2002 (4:38 pm)
I agree, Ryan... much like a recent thread about going for the high-end systems (sorry, can't find the post).Something simple, but high on eye candy.
#39
09/23/2002 (6:01 pm)
Exactly, something simple to show off the coding itself. I remember that post BTW, I think Ward started that one, but yea, something like what he was talking about. I really think that would bring a lot of attention to Torque. I talked with our network admin, he is getting IkonBoard set up. I am hoping it will be up and running within this week. I'll post you guys the second it gets up.
#40
10/23/2002 (1:37 pm)
Ryan, did that community you mentioned ever get set up?
Torque 3D Owner Frank Bignone
Darkhand Studio