Game Development Community

Torque X - 2D Features status and poll

by Giuseppe De Francesco · in Torque X 2D · 08/11/2010 (5:02 pm) · 73 replies

Hey guys,

I’m setting a work plan for a few improvements to the engine. At the moment the major improvements available on my SVN repository are:

- Asynchronous Loader (by Duncan Colvin, thanks a lot!)
- Advanced Content Loader (by Duncan Colvin, thanks a lot!)
- Extended Particles Rendering
- Particles collisions
- Full mouse control (Windows only)
- Storage Manager
- Tiled to Torque X (by William McDonald, thanks a lot!)
- Advanced Lighting with depth, layering and spotlight. (by Alex Richards, thanks a lot!)
- Farseer Physics Engine integration (by Ron Barbosa, thanks a lot!)

Coming next: LIVE Network Manager (with integrated High Scores sharing)

So I’m wondering what else you people feel that is missing to make Torque X just a perfect fit for developing XBLIG and Windows 2D games flawlessly. I do have a few ideas but I really want to hear from you.

~Pino

About the author

In the software eng. field since 1981, in charge of R&D during last 10 years. IEEE Senior Member (and volunteer).

#21
08/17/2010 (8:52 am)
@Hoddie:
all you have to do to gain access to the repository is to send me a request to the email address shown in my profile ;)

宜しく
Pino
#22
08/17/2010 (9:01 am)
ありがとうごさいます Just sending you mail now m_m
#23
08/17/2010 (3:10 pm)
Farseer Physics Engine integration (by Ron Barbosa, thanks a lot!) is now in the repository. The opening thread message has been updated.

Torque X Engine VS Solution now includes Farseer source project to make this very simple.

Just get the last version of the repository to get it in full.
#24
08/17/2010 (3:35 pm)
Hey Pino, I'm gald to finally make a contribution to the online community work. Thanks for managing everyone's submissions and keeping things in order:

Folks interested in using the Farseer integration should pay attention to this thread:

www.torquepowered.com/community/forums/viewthread/118539/2#comment-770983

It has some background on the implementation and a couple of mini-tuts to get you acclimated to the utilization of the new components.

Have fun!
--RB
#25
08/17/2010 (3:40 pm)
Heya I noticed someone asked for A* path-finding. I have an A* path-finding solution I made if anyone wants it. Its not super optimized as I have a super smash bros kind of game so I only need 7 or so path nodes a level. It also dosn't have the option to close nodes dynamically (though the functionality could easily be added)

It works really great for my project and I have environments whose platforms move dynamically. You just pass the AI a goal and some other parameters such as max jump distance ect... and it moves toward the goal jumping from platform to platform.

MY A* system is really made to be used with a plat-former but the core is their to be built on.

If you want it I'll upload it to the community section. :).
#26
08/17/2010 (4:23 pm)
@Matt: that would be nice, I'll rework it to make it a general component integrated into the engine ;)
#27
08/18/2010 (12:24 am)
Hi Pino, I'm the one from the mail. Can you give me access to the svn. Thanks for the hard work and congratulations for YASS.
#28
08/18/2010 (3:47 am)
The A* would be pretty nice, I made an A* that while it worked pretty good, it could also slam the framerate. Not always but sometimes, I eneded up making steering behaviors instead.

#29
08/18/2010 (4:52 am)
I uploaded the A* Pathfinding. This was my first shot at A* pathfinding and it has some of game code mixed into a few of the functions.

(This game is the first thing I have ever programed so I'm still learning to make my code modular.)

In any case it performs well but that could be because I only have 4 characters ;)

I did some weird things with how I created the path nodes. Mainly being that I made this for my platformer each node has a midpoint, a right extent, and a left extent. The AI then has a picture of the platforms and can transverse them. If I did it again, I'd probably take this data out of the nodes and just make more of them.

regardless of any weirdness check out the following functions as they are contain mostly generic A* code:

NodeCreator

NodeUpdater

PathBuilder

AddNodesAroundTarget

PathToTarget - this one has some custom project specific code.

FindPath - another function with custom code. The ai determines if they actually need to find a new path or they can walk along their current node (as my nodes have volume).


Not sure how much of my code will be usable, I never anticipated anyone else using it. But I hope it helps ;)
#30
08/18/2010 (9:11 am)
Emailing my new best friend Pino
#31
08/18/2010 (3:47 pm)
Hey Pino, thanks for all the hard work you (and everyone else!) has put it on this! I'd appreciate access to the SVN repository!
#32
08/18/2010 (6:00 pm)
@Pino - Sorry for not seeing this earlier but it appears there is a slight misconception.

"I'm afraid that IA won't allow an alternative game builder."

I apologize ahead of time for the miscommunication on our part that caused you to believe this in such black and white terms. TorquePowered or IA (whichever you want to label us as) won't allow anyone to sell a standalone product based on our software that competes with our software. That being said you can certainly sell/distribute add-ons/enhancements to any of our products as long as the customer has a license as well. This could be anything from an enhancement to an existing editor, a whole new editor or something as complex as a genre kit.

Now for our store we might not be interested in publishing a totally different version of our editor (would be a little weird to have two 3D editors for Torque X for sale), but an enhancement or add-on to the editor would be completely fine. For instance, I would be completely willing to review a particle editor for Torque X for publishing on our site.
#33
08/18/2010 (6:47 pm)
when is this upgrade going to be avaliable for download, thanks De Francesco
#34
08/18/2010 (9:15 pm)
@Derek: ok, good to know. maybe I misread the email (you were in copy if I remind correctly) about the enhanced 3D editor... I'm still waiting that answer so the project sits there since then (to that screenshot).

@Mohammad: to get access to this revised engine just send me an email (address in my profile).
#35
08/19/2010 (12:14 am)
@Mohammad: After you get access, I can give you the fill in on how the SVN works and how to download it, hopefully to take some of the extra work load off pino. Pino has been very kind on filling me in as I was totally lost on this subject, and in return would like to help out the community.
#36
08/19/2010 (9:26 pm)
@Pino

Not sure if you are taking on actual Editor requests, but I would like to see a mouse x,y coordinate display in TXB for world and object view. This would make getting coordinates a breeze.
#37
08/20/2010 (12:17 am)
Wow, you guys rock! We are working on some pretty cool XNA based things behind our doors so it's hard for us to jump in with you on this project. I'll enjoy keeping up with this to see where it goes!
#38
08/23/2010 (9:39 pm)
Modern intrigues is interested in this networking thing you guy's are working on, if we can help get it off the ground let us know.
#39
08/24/2010 (12:04 am)
@Will: it's on its way :) Seamless integration Torque X style has taken a while but this will be soon delivered in the repository ;) Stay tuned and keep the SVN email alerts on!
#40
08/24/2010 (11:18 am)
just an idea for a neat feature:

something that lets us use sound without the annoying XATC stuff.

I am only an average programmer, but i was able to create a full
techdemo of an space shooter within a week... the only thing (still) not working is soundmanagement. So i think there is demand for some kind of easy-to-use-wrapper that can handle .wav files directly.