Game Development Community

Torque 3D MIT: Codename GREED - FPS Engine

by J0linar · in Torque 3D Professional · 12/01/2013 (11:59 am) · 281 replies

This is a direct result from
www.garagegames.com/community/blogs/view/22497

Evryone who wishes to participate
can voice her/his oppinions
wishes and ideas

The Current Plan is as following

Torque3D MIT 3.5 will be used to develope a modern FPS oriented Engine
- Codename GREED


the following resources
will be integrated into GREED - credit will be given to the these guys

*Verve by Phillip O`Shea - Violent Tulip
https://github.com/antesim/verve - will need to be ported to work with the latest t3D MIT Version

*GMK by LogicKing
*HitBoxes by Davide Archetti
*Weapon Sway by Bryce
*Breathing by  F.W. Hardijzer & Donnie Hutson Jr
*Mount images on images by Daniel Buckmaster
*Over-Shoulder Camera by Kenan Chabuk & Kory Imaginism
*GUIs Rendered on an object: guiDynamicTexture by Tom Spilman, Dave Young & Lethal Concept
*Minimap by Thomas Fluff Harris WIP (Orthographical Projection via Render to Texture)
*Computational Fluid Dynamics: MetaBlobs by Jack Stone [License: BSD]

World Editor GUI - Theme by Nils Eikelenboom
www.garagegames.com/community/forums/viewthread/135730/5#comment-852532
Nils Eikelenboom is going to update his Theme for Greed/Torque 3D 3.5
*ETA 2014/02
*Note: Theme Colors will be Red/Black
i-dropper.net/deadlymatter/DeadlyMatter_Dev1_UI_small.jpg


The following resources are by Steve Acaster
*HalfLife2 Style Weapon Selection for T3D
*Simple Faking Melee with Raycasts
*Randomized Artillery Bombardment
*CoD Style MineField Triggers
*Ai Poses Reduxed

The following Resoucres are subject to change
depending if there is no better solution
These are by Marcus L  from the MXG Weapon Mod Resource Series
*Decals Depending on Material
*Explosion and SFX Depending on Material
*Structure and Armor Piercing Projectiles
*Advanced Crosshair

Shaders:
Filmgrain  PostFx   - WIP by Thomas Fluff Harris
Heathaze   PostFx   - WIP by Thomas Fluff Harris
DirtLens   PostFx   - WIP by Thomas Fluff Harris
Bokeh      PostFx   - WIP by Thomas Fluff Harris
DoF        PostFx   - WIP Updated Depth of Field Shader by Thomas Fluff Harris
Vignette   PostFx   - by j0linar based on Andy J.Edmonds - postFx library Resource
MotionTrail         - WIP by Thomas Fluff Harris, for Melee based weapons such as sowrds
Silhouette PostFx   - by konrad Kiss & smally
(Do Note the Silhouette selection will be mainly for items and defined props that the player can use/ take)

In Consideration:
Awaiting more community input
*Advanced Player Stuff by Daniel Buckmeister
-Charge-up jumping
-Leg springs used to provide force
-Freedom of Movement
-Mantling 
-Tic-Tac (Walljumping)

*64bit - by Yuri Dobronravin - LogicKing & Andrey Syrokomskiy
http://www.garagegames.com/community/forums/viewthread/134868
(Will need some reworking as the 64bit patch is not a complete solution)

*PhysX - Apex Destruction RnD by Thomas Fluff Harris & J0linar

Gameplay Specific:
The following will be used in the Construct Demonstration and is ment to be a base for
the users of the engine.

Save/Load - by Azaezel
Discussion sourceforge.net/p/greedtech/discussion/general/thread/22daf46f/

OnRail FPS Shooter - by J0linar
Discussion sourceforge.net/p/greedtech/discussion/general/thread/34986da3/



Note:
The feature list is subject to changes
if there is concern about one or more features and their usability.
Plz voice your oppinion and give feedback/ suggestions.

On a sidenote, this Engine will remain OpenSrc, it will be still MIT
but it wont reflect Torque3Ds image as the goal is to create something that enables the end user
to create a modern FPS Game with ease (at least when it comes to the Engine).
#181
12/23/2013 (1:50 am)
What happens is that it stays.
MIT License doesnt mean that ppl can just delete the copyright notice.
The copyright notice in the source files is a good way to be sure that those files are from the MIT Version of T3D.

If someone adds enough changes to a file then the file can have another copyright notice.

The MIT Licensed Torque3D can be crossed with another License, even with a GPL License
but only if the changes made are reasonable enough.
And the most important part, the stuff that is marked as MIT can be used by others without restriction, so you cant just go and copy/ paste your copyright somewhere with expecting that this keeps ppl away. As soon as someone releases a src code, others will look at it and eventually adapt, that doesnt mean just copy but they will learn from it and since "all ways lead to rome...".

The good thing these days is that many more developers tend to go mit license with their engines/ software. This is great as it means other ppl could work on it/ base on it and even contribute back (if they wish).

However we stay MIT with GREED, this is in the interest of us all and further we will always show from where Greed came.

But if your question was going towards - do i need to state that i used T3D MIT for my game/ app

Well you dont as you and we all received T3D MIT as a gift that enables us to
work on it/ base upon it/ and there is no restriction actually.
For a better understanding of the MIT License
opensource.org/licenses/MIT
as you can se it is actually the same text that you can fidn in GG copyright notice in the T3D MIT Version source-files.

Wish you all nice holidays and a merry Xmas :)
#182
12/23/2013 (2:11 am)
Ok sweet was just curious that's all, more what i was curious about was when the original files where modified. Obviously any completely new files would be copyrighted to "GREED" or whatever organisation etc you set up for the project but current GG copyrighted files would just have an extra disclaimer put on them when they are modified by this project.

One other question, has there been any official word from GG regarding the future of Torque3D? I can't seem to find much apart from that last committee meeting which doesn't really say they are officially stopping but certainly gives a strong hint they will be.
#183
12/23/2013 (2:25 am)
tbh i was expecting a official announcement - no idea why they are waiting but
it doesnt change anything.
GG idea was to let the community take over and this is happening now.
It might not look like the best approach but it is the best that can be done to ensure that the engine and the developement on it stays alive.

After all we are not GG and neither are we the steering commitee, our goals are different and they are directed towards FPS - there is a reason for this
as it is going to allow us to expand this in future.

The idea is to get ppl interested into developement and at the same time to give those who are in need of a engine - a option, a free one, one that shows not just what can be done but how it can done.
#184
12/23/2013 (2:38 am)
I have created a PhysX 3.3 plugin and i would be happy to publish the code to this project, i was going to send a pull request to the official Torque3D repo in the new year but that seems like it would be a waste of time.

I'm currently a developer on a small indie project using Torque3D and while i would be happy to contribute code to a project such as this, the project is not an FPS so i don't think it would be of much use to GREED.

Best of luck with the project and merry xmas :-)
#185
12/23/2013 (2:48 am)
A library is a collection of solved problems.

An engine is a series of interlinked solutions.

The pre-alpha save system I shot Jolinar the other day for instance is essentially the same system I've used for both fps's and racing games at the core of it. (Though it still needs a bit more work in the generalization area before it passes from something to pass around and hits the commit phase.)
#186
12/23/2013 (3:09 am)
There is one drawback with the MIT license, since it is not clear where you have to put the license text, so at the moment the license text is included in every of the source files and if someone builds his own engine or feature he will add his licenses on top of it and so on, this can get pretty crappy.
#187
12/23/2013 (3:33 am)
I ain't a lawyer so i don't know really know but couldn't it be done something like this for each file:

// Copyright (C) INSERT NAME/YEAR HERE
// This file is part of the INSERT PROJECT NAME HERE project.
// For conditions of distribution and use, see copyright notice in INSERT FILENAME HERE
#188
12/23/2013 (6:08 pm)
As far as I know MIT license states, that you have to include the whole original license text in every source file. I guess it is like this, because Garagegames, did this. So and if I take this and add my own MIT license, since I edit the product, there will be my license added in addition to the original one.
You cannot just modify the original license text and the problem remains, even if the text is shorter.
#189
12/23/2013 (7:35 pm)
Timmy: Id be interested in playing with PhsyX 3.3 if you got it working in MIT 3.0 or 3.5, you should post the code anyway :D
#190
12/23/2013 (8:13 pm)
The MIT license states: "The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software."

So that one is really open to interpretation i guess.

Andrew:

The PhysX 3.3 plugin is working with T3D 3.5 (it would also work perfectly with T3D 3.0). I created a thread for it over here www.garagegames.com/community/forums/viewthread/135448. I currently use it for a tank project i am working on. Anyway as stated in the other thread i'll publish it again in the new year when i get a chance to clean it up and remove some of the custom stuff i have added.
#191
12/31/2013 (5:57 am)
Last day of 2013..Just wondering if there is any update?
#192
12/31/2013 (8:23 am)
I guess over the holidays not much happened, I think the first update was planned for january.
#193
01/01/2014 (5:03 am)
edit: scratch that. braai-er cooffeee.

one query though: will we want to stick to a development/master bifurcation, or break things down a bit more finely. Say potentially volatile branches for AI, Physics, Graphics and the like so folks can collaborate on a given aspect without necessarily breaking the rest with periodic review and roll-in?
#194
01/02/2014 (8:12 am)
first
great to see some initiative, thanks @Azaezel

regarding breaking things down,
it might be best todo something like that
as modules
-ai
-physics
...

but for now we are waiting fo thomas to get sober
so we can continue properly

@thomas
wakie up you lazy thing ;)
#195
01/02/2014 (11:14 pm)
First off I am sorry for my absence - Holidays have gotten the better of me...

Anyway - How do I go about asking for a feature be implemented?
#196
01/03/2014 (2:28 pm)
Only just seen this thread as I haven't been on the site for a while, but I have to say that this is a great idea, and I'd be willing to help as much as I can. I'm not really much of a programmer though so I'm not sure how much I can actually contribute in that area, but I'm willing to do what I can. I am a musician with my own small home studio so I could possibly contribute music and maybe even sound effects etc if there's any need for that.
#197
01/05/2014 (6:16 am)
@Benjamin
you can ask here
however what stuff gets in and when is something we cant even tell yet
and that is simply because we need manpowever, even the smallest help
is appreicated

@Paul Clarke thanks for the interest
thats a offer we gladly take -
you can contact me via e-mail (in profile)

then we can sort out what music/sfx stuff we would need
#198
01/05/2014 (5:38 pm)
@Andrew:

I updated the physx 3 plugin, check here www.garagegames.com/community/forums/viewthread/135448/.

I am happy to contribute the plugin to GREED too, anyway check the thread above as i mention it there.
#199
01/05/2014 (10:03 pm)
Benjamin: I think the idea is that you request a feature by implementing it ;).

Speaking of which. I've had a look at my old Player code, and it's just an almighty mess. Not the code so much as the dependencies throughout everything. It'll be quite difficult to port it all, especially in a modular fashion. With that in mind, I still want to do something with it. What parts of my blogs specifically were most interesting to people? If J0 or someone else could be a bit more specific, I could probably wrench a couple of smaller pieces out of my old code and implement them nicely in T3D.
#200
01/07/2014 (10:36 pm)
github.com/Azaezel/Torque3D/tree/material_damage prepped for when we sort out our commit architecture. (as J0linar and I discussed, that's one of those that falls under the category of 'good enough for the current game, but could be better if someone want's to run with it')

Backend of the save system generalization's sorted out bug-wise, but still haven't really had crap for time in terms of taking that front-end from our present game and knocking out the specific-bits (and I can't escape the feeling that I'm still overlooking a usage-case). Suppose I could up that as well if folks really want to see stuff in a partial state.