Game Development Community

3D objects - lighting or bump mapping?

by Vern Jensen · in Torque Game Builder · 08/22/2007 (4:07 pm) · 6 replies

Just curious if TGE supports lighting or bump mapping for 3D objects. I know most things are 2D, but for those few things that are 3D, are these features supported?

#1
08/22/2007 (8:19 pm)
No sir.

You can add artificial lighting and whatnot with semi-transparent sprites, but that is about the extent of it. Actually, you can get some really awesome looking effects using the above. Check out Rack 'em Up Road Trip, besides from being an awesome game to play, it shows the kinds of *artificial* effects you can do.
#2
08/22/2007 (9:03 pm)
Yep, I had thought of the transparent sprite method, and just might end up doing that.
#3
08/27/2007 (10:21 pm)
Has anyone out there tried adding TGE's .dts lighting code to TGB? I assume this would be pretty straightforward since TGB's t2dShape3D object is straight out of TGE. If the lighting code can just be plugged in, all you would need to add is a way to specify a light source.
#4
08/28/2007 (6:47 am)
I believe you would have to add in the 3D scenegraph, light, clip, and then transfer it to the 2D scenegraph that you are using. But that is from many discussions before that I casually perused. But I do know that it was much, much more complex than it sounds. Otherwise it would have been done back in the day.
#5
09/06/2007 (11:27 pm)
Hmm, so maybe it would be simpler to add our own simple openGL shading? Flat-shading each face based on its surface normal minus an arbitrary light vector would be enough to at least give t2dShape3D objects some depth. Without the most basic shading clues any 3d object more complex than a sphere becomes difficult to visually understand.

I'd be surprised if someone hasn't at least attempted to add their own flat shading to t2dshape3d objects. If nobody raises their hand by the time I get to that part of my game, I'll try my hand at it and post my results.
#6
09/07/2007 (8:34 am)
Hmm, so maybe it would be simpler to add our own simple openGL shading? Flat-shading each face based on its surface normal minus an arbitrary light vector would be enough to at least give t2dShape3D objects some depth. Without the most basic shading clues any 3d object more complex than a sphere becomes difficult to visually understand.

I'd be surprised if someone hasn't at least attempted to add their own flat shading to t2dshape3d objects. If nobody raises their hand by the time I get to that part of my game, I'll try my hand at it and post my results.