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).
#221
01/16/2014 (1:59 pm)
I noticed a good deal of questions about the gui's on objects thing. I did manage to get it working in MIT 3.0/3.5, I can try to do a screen grab from my little FPS project here in a bit just to show that it is working.

I didn't have to change too much from the original files on the resource page, I just had to adjust a little bit of the code to fit the T3D 3.0 definitions, and then you need to make the changes shown in that thread for T3D 1.1 for it to fully work.

I know that this project is trying to work well for FPS development, and I can't quite figure out what I want to do with my AFPSK when I'm done with it. I'll keep you posted on what my thoughts are.

EDIT:
I can't help but notice you want to get APEX into the project. That's going to be tough for one reason. T3D's object system currently doesn't like mass numbers of objects on the screen at a time without a significant performance hit. If you want to implement APEX, you might want to do some research into the performance hit associated with mass numbers of objects.
#222
01/16/2014 (2:40 pm)
Hey Robert

I would love to see the screen grab and possibly any instructions or files for the GUI on objects you can provide if you do release it :)

This is really needed for use on the oculus headset as normal GUI just doesn't work but if it can be on an object then it makes it so much easier to use.

The idea of Greed is great but id love to get the gui stuff now for a build specifically for VR
#223
01/16/2014 (3:01 pm)
regarding the integration of that Gui on objects Resource -
it probably wont even make its way into GREED.

The files are copyrighted and if we dont get permission by the authors to release it under MIT, we cant supply it with GREED.

However @Robert it might be best to create a Resource of how to port it to T3D 3.5 MIT.

This way users who wish to use it in their project can integrate it.

But for a integration into a open source engine - we will need to get the permission first.

Regarding APEX, we are still @ 0
but your points are right and sane - we will see how it goes.
#224
01/16/2014 (8:10 pm)
@NiN: I'll grab a shot tomorrow when I'm able to build my FPS client (working on custom code and trying to do that at the same time can be a little... tricky).

@J0: I'll see what I can do about that.
#225
01/17/2014 (12:30 pm)
One thing we use in Legions extensively is this resource:

www.garagegames.com/community/resources/view/14791

Aside from just attaching them easily, you can do some cool things with animated mount nodes on your shapes.

Might be a good one to consider , or can t3d already do this ? (we on tgea)
#226
01/17/2014 (1:54 pm)
Here's an example of a Gui On an Object. I just did a little ammo counter for my lurker's scope. :)
#227
01/17/2014 (3:46 pm)
Hey Robert what did you do to get the camera that close?
Nice screenshot!
#228
01/17/2014 (6:17 pm)
Looking through Mumble on how to integrate it as I might have a project that needs it and it seems simple enough for a more experienced T3D user who knows the source code.

http://mumble.sourceforge.net/Pluginguide#Learn_a_Little_C.2B.2B

and

http://mumble.sourceforge.net/Link

Seems if we know where the co-ordinates are for the user in he c++ code are saved then it's pretty straight forward to add
#229
01/18/2014 (11:51 am)
@Kory: Editor Camera, Just moved to a spot that I could see the GUI on the scope from.
#230
01/20/2014 (7:10 am)
I have been thinking. I know GMK handles it somewhat but what are the plans for some kind of AI in the GREED engine?
GMK I guess could be a good option, but will it work good with verve? Considering verve is a cutscene editor and GMK has one built in. I've send an email to logicking about maybe open sourcing guidebot (maybe that'll be a better options over GMK). I still haven't hear back from him yet. Maybe I should be writing deepscratch (I don't know). I also seen other community members working on a few things back in the day. I know Guy Allard had a behavior tree editor that looked pretty promising,Dan's AI work (eighty eight), Bryce's TAIK, just to name a few. So again I present the question what are the plans for AI or some kind of Ai behavior tree editor or something?
I know the focus of the engine is FPS/TPS genre games but with this GREED engine possible being the successor to T3D (Jolinar I know I've mentioned this to you) Maybe there should be a basic/base version of the engine, that NOT genre specific that has all the the features just not gear toward FPS or TPS. Just an idea...
#231
01/20/2014 (11:20 am)
Now i should elaborate what Greed currently is

look at it like at a Tree
a tree with loose leaves
now what is currently goin on and what is goin to happen is that we aim
to add those loose leaves to the tree.

All good things take time and regarding the FPS/TPS talking
there is a simple reason why we aim to make Greed into a FPS/TPS Engine
- to be able to put the Engine publicly in a spot
- to establish a working base
- to provide a sandbox environment

Now for someone who knows T3D - it is clear that the engine itself
is capable of doing whatever its user wants it to be/come

with that being said - our mission is to start it and to path the way
for the future of t3d, it doesnt really matter that we call it Greed
what matters is what it becomes.
#232
01/20/2014 (12:10 pm)
:) sounds great...I agree with sticking with a plan but as for AI, has that part been finalized? AI is a MAJOR part in most if not all genres especially FPS/TPS so a solid AI tool would be fantastic for the community as a whole. As I said I've sent out a few emails to various people but haven't received a reply. It's NOT a big deal I own licenses for most of the solutions that were released for T3D, but in a project like this I usually tend to put myself in others shoes. For the products that have been removed from the GG store and are no longer being sold. Maybe some of those people can release it open source like Philip did with verve.
Jolinar maybe you can work some more of your magic and talk to one of the creator of one of the AI solutions and see if they would be willing to release one of the solutions open source so it could possibly be integrated into the GREED engine; or even an updated version of T3D.
IMO, a AI tool is one of the most needed features that has been requested for the longest (besides the 3rd party solutions). This could be a good chance to finally get that done.
#233
01/20/2014 (12:55 pm)
well am already doin some magic talking as always - it is just a matter of time ;)
#234
01/20/2014 (1:37 pm)
Not finalized in any way shape or form on the AI bit, no. As usual, it'll depend on what folks wish to contribute.

Will say to get things going in that regard, since I had to do a code-review on ours anyway, went ahead and threw over a revision of our aiManager subsystem for throttling, grouping, and target listing into the AI branch. Should plug in to any given AI methodologies, provided they run through some sort of think/decide cycle.

(Should be obvious but: If someone's got a better one, feel free to rip that one out and pop in yours. The *point* is review and revise till we're satisfied, after all.)
#235
01/20/2014 (2:16 pm)
Azaezel, Thx...where could we find your branch?
#236
01/20/2014 (2:23 pm)
sourceforge.net/p/greedtech/code/ci/master/tree/

^those not showing?
#237
01/20/2014 (3:42 pm)
So is GREED out yet? And if it is how do I get it?
#238
01/20/2014 (4:17 pm)
no it is not, it is in constant flux/ developement
there is stuff that isnt ready atm and other things that we havent received yet from contributors, since this is a community project it takes its time to shape up.

However you can look thru the current setup
sourceforge.net/p/greedtech/code/ci/master/tree/

Do Note this does not reflect Greed yet
#239
01/20/2014 (11:19 pm)
It looks good, will it use OpenGL?
#240
01/21/2014 (4:07 am)
How do we decide now who throws in things into the repo? There is not much organization at the moment.