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).
#201
01/08/2014 (2:58 pm)
@DB
Inventory and Mounting
Charge-up jumping
Leg springs used to provide force
Freedom of Movement
Mantling
Tic-Tac

Those would be the things - am sure most ppl will want those
and lets be honest the that stuff alone can be used to create different game types and that is what we want greed to be able, to be used for more afterwards.

Am not illusional as i understand that we will need to create proper animations to support features like mantling visualy correct. However this is one of the goals of Greed, to provide a modular base for player models. The models are being created by multiple artists and they all will use the same rigg that is being made by me.

Some stuff will be done earlier other things will take more time, therefore lets just do it :D

@Azaezel
just wanted to give it a try but somehow your Torque3D repository gives me 404

regarding the save system - it might not be bad to throw it at git
maybe someone gets a idea and wants to contribute it back.

#202
01/08/2014 (4:30 pm)
Ok, lacking any further input on general commit structure, threw up a physics, graphics, AI, and persistence set of branches so we don't have to worry about one aspect we're pooling resources on mangling the general development codebase. Figure, what, review for pass/fail at end of month, and roll in?
#203
01/08/2014 (4:49 pm)
just noticed,
yep pass/fail by end of month and roll into master will be the way to go.

The structure is fine, we are still waiting for some work of others, might take a couple of weeks until some more work gets done/ commited.
Do note this is simply because we all have our own things goin aswell and
it just takes time.

I will add a linux branch later, as we aim to go crossplatform aswell.
The Linux work we will add to Greed is the recent work made by Luis Anton Rebollo.
#204
01/08/2014 (5:01 pm)
@Daniel B
The whole thing is interesting, even most modern games do not have features like this, this would make Torque more functional.

Your features are already pretty old, I think they need to be put into action now.
#205
01/08/2014 (6:39 pm)
J0 and Duion: I'll see what I can do. My changes will probably include this. Makes it much much easier to add new animations.

The inventory/mounting stuff ended up being fairly complex. I introduced a common base class between SimSet and SceneObject (that's oversimplifying it a bit :P) that let every scene object act like a SimSet. Then redid the entire mounting system in terms of this new relationship.

If you want I can port it directly, but I'm not planning on supporting it myself - I'd much rather wait for Jeff Raab's component system which will have a spiritual successor to my code included (as far as I understand from my correspondence with Jeff).
#206
01/09/2014 (3:16 am)
Aye understood and you are right, as Jeff is going to release his system sooner or later there is no need for the inventory/mounting.

So if i understand you right, those things are what you would update/ port?
Charge-up jumping
Leg springs used to provide force
Freedom of Movement
Mantling
Tic-Tac

A last word, thank you for doing this!
#207
01/09/2014 (9:11 am)
Hm just a question, how hard would it be to change the movement system of Torque? At the moment you just have run and sprint, but I would like to have walk, run and sprint, this would be more realistic.
My idea was to have an additional walking mode, about as fast as you walk in real life, this mode would allow you to shoot your weapon accurately without much bullet spread and without making much noise while walking, while with running you cannot shoot accurate and you make much noise and finally with sprinting you cannot shoot at all and your ability to change direction is limited and it uses much stamina, but this is already integrated in Torque.
#208
01/13/2014 (1:07 pm)
Regarding particle ribbons, if you like them, use them. Same goes for any code I've posted, although that isn't saying much.
#209
01/14/2014 (5:15 am)
Duion: Changing the movement system isn't all that hard. I implemented walking myself. I'm not happy with the current sprinting implementation in the engine, nor with the stances; I might see if I can port over my own solution to that as well. Though it's a pretty significant departure from the current system. We'll see. Anyway, changing the movement system is not hard - it's all gameplay code in the Player class. Making it flexible is slightly harder (I wouldn't want to hard-code, for example, not being able to shoot while sprinting).

J0: That sounds about right. No idea what my timeline for this will be though :(.
#210
01/14/2014 (11:26 pm)
@DB
nah that is fine, it is to be expected that GREED will take much longer to see the face of earth but that is the way the stone rolls and therefore we are happy that you are even doing this.
Thanks again!

@Adam Armstrong
Thank you and well done!

Now back to the Business
Some days ago i was that bold (once more^^), to ask Phillip O`Shea if he would be willing to open source Verve under the MIT License - so that it can be included in T3D`s succesor - GREED.

And well he did it, i was actually writing him to see if he wants us to introduce it or if he wishes to do it on his own in a blog.
For the ones that dont know what Verve is, well it is a Cinematic Tool, no it is not just that, it is more and it could possibly bridge the gap when it comes to Cutscenes and more.


This is a example of how sweet a Cutscene can look with Verve

Now i will leave the Official Open Sourcing annoucnement to him, if he wishes

But on a inofficial side note, here is the secret sauce location
github.com/antesim/verve
it is ripe for forking, so go ahead and
thank you Phillip O`Shea for contributing to the Community!

And yes you can expect even more things to happen but those bed stories are for another time ;)
Of course we will include Verve into Greed :D

on a side note, if someone has already ported his copy of Verve,
any help regarding the update to T3D MIT 3.5 - would be appreciated and as you see in the interest of the community itself
#211
01/15/2014 (3:50 am)
JO,
Now that's was a great move! That made me smile! Congrats and BIG thanks to Philip! Now we need to get it compiled and working right.
#212
01/15/2014 (4:02 am)
Oh wow - nicely done! I saw someone star that on GitHub and wondered why there hadn't been any fuss - nary even a blog! Well that's pretty cool.
#213
01/15/2014 (7:46 am)
Verve open source and into Greed? Wow :-O { Amazing developments

I can soon start with the UI makeover. Hopefully I'll get it ready on time.
#214
01/15/2014 (4:32 pm)
Verve? Gosh, I actually bought it and it never, ever worked, and the author never, ever supported it. Will be ironic/upsetting to see a free, working version...
#215
01/15/2014 (4:37 pm)
@Gibby - even if i do understand your frustration

well Verve was made for a earlier Version of T3D and now as its open source
it can be fixed and updated and extended.
With that being said - do you really think that this is upsetting? or ironic...

Anyways


@Nils
hey yeah we are looking forward to your theme :D

@Kory
i know you would have loved a nice cutscene tool and now ;)

@DB
see this is teh spirit/ perfect example to be followed ;)
and here is the blog

www.garagegames.com/community/blogs/view/22548
if you wish to thank Phillip, you can do it there
#216
01/15/2014 (6:46 pm)
on verve:
1) Do we have a known issues list from existing consumers?
2) Since that branch has T3D 1.x art assets in the demo, will we be needing to prune those out of an initial merge, or does that fall under the MIT conversion?
3) Who wants to take point on the initial merge?
#217
01/16/2014 (5:25 am)
I'll be attempting it a little later today.
#218
01/16/2014 (7:49 am)
Progress!!
i.imgur.com/oXmnlLSl.png
as you can see executing the verve editor works now and there is no crash happening when using it.

I would propose to keep the porting developement of Verve centered in the Verve Blog itself. This is mainly to avoid filling the Greed Thread.

Blog Link
www.garagegames.com/community/blogs/view/22548
#219
01/16/2014 (7:53 am)
Great work.

Are you going to make a pull request to T3D repo?
Verve are can by very usefull for any project, not only FPS.
#220
01/16/2014 (7:59 am)
When am done i will throw it on my Public Git, this way ppl who wish can use it in their Engines/ Games.
I will create it as a module to ensure a painless integration into the end users project/ engine.
And no i wont go the usual way, the Verve stuff will be preped solo without T3D 3.5 MIT - this is to ensure a drag&drop execution and to make it easier aswell. Verve should be seen as a module as it comes with its own setup and it should be used as a modul at the end.

Further Verve will be integrated into Greed and regarding the T3D repo -
There is noone who is maintaining it.

"The King is dead, long live the King"

Ppl seriously lets just face it - we are now on our own
and there is only the following

either ppl will end up buying a thirdparty engine license that is based on T3D MIT
or they will go the community way and use the upcoming Greed Tech MIT Engine.

Thats all that can be said about it.