Game Development Community

General question about custom shaders

by Sean Brady · in General Discussion · 11/20/2008 (1:58 pm) · 7 replies

Can the integration of custom shaders into tgea manipulate the shadows, lighting properties, glows, etc of objects and the entire scene?

I just want to try to find a way to improve the look of the game view and make it more visually appealing than the torque stock view without touching the C++ code.

Is this possible?

#1
12/05/2008 (12:38 pm)
Are you looking for fullscreen shaders?
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=15254

If you want to "manipulate the shadows" then i would go with ubiq visual's ssao kit:
http://www.garagegames.com/products/322/

- Michael :o)

Edit: Just read that you do not want to touch c++ ... well tgea has bloom, that would effect the entire scene.
#2
12/05/2008 (1:01 pm)
Thank you Michael.

I know that there is always a way for a game developer to get started any related field with not even going to college so I just need to ask this question below.

(Here is a question for everyone) I am curious about something and maybe the gg community can help does anyone know how a determined game dev hobbyist would get started in the field of game engine development and game engine improvements. I have the C4 engine and I am struggling with that at present. If anyone can help!

then please reply

thank you.
#3
12/05/2008 (1:40 pm)
It really depends on what you want to do. Mod communities are excellent ways to get started incrementally without biting off more than you can chew. Unreal and Half-Life 2's mod communities are great places to get started. They also have excellent advice on not jumping too far in without learning what you're doing.

If you are looking at game engine programming (or programming a game with a game engine like C4, Torque, id Tech x, Irrlicht, Truevision3D, etc), I would strongly recommend learning C++ and learning it well. C# has a lower learning curve (though it is by no means "easy" for a beginner...just "easier" in a relative sense. But C++ is still the language of choice for most game development. *And* once you learn to program well (ie. not just figure out your way around troublesome syntax), you can apply it to any language. Learning C++ first will also help you appreciate some of the safety nets that C# and Java provide...without you cursing up a storm at the lack of them if you went the C# - > C++ direction.

There are a lot of methods for learning, but having a dedicated, experienced person there (ie. in a traditional institution) is a great way because it forces you to get in and do.
#4
12/05/2008 (2:57 pm)
Thank you for the response, i appreciate it.

Just one more question and i will stop annoying the community, anybody know where the most beneficial gaming communities associated with C++ are?
#5
12/07/2008 (10:42 am)
GameDev.net is a great community with a ton of programmers. It is a more general community. Most communities are engine-oriented since it provides a quick base of just what C++ is needed (ie, engine changes, SDK usage and extension, etc). It is kind of a difficult question to answer since most engine communities will be C++ friendly (unless they use a script language or the engine was developed in another language like Visual Basic or C#; then they will necessarily be oriented to those languages).
#6
12/07/2008 (2:00 pm)
Get a book, I got c++ for dummies when I was 11 and that has been really useful as far as torque is concerned, even though the book only covers terminal programs
#7
12/08/2008 (10:30 am)
Thank you for advice it is appreciated!

Sean