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).
#261
02/02/2014 (2:10 pm)
Great idea. I'd thought of doing something like T2D's 'modules' folder where each folder gets scanned for a module definition. But just finding all module file definitions anywhere in the game tree might work too.
#262
02/04/2014 (6:25 pm)
Ok. Since it has apparently somehow become less than blindingly obvious what the intent here is:

What methodologies would folks like to see used for a collaborative effort to push out samples, examples, and tweaks that would potentially benefit the parent repo as well as ourselves in a manner that allows for a more embedded code-review process and also stay compatible enough so it's not a complete pain in the rear for folks to keep up with both?
#263
02/06/2014 (4:15 am)
Quote:@Nils Eikelenboom
(I hope you havent abandoned the theme idea?! We count on you :) )

No of course not. I think it will be ready before the end of the month. Right now I'm bothered by trips and non-game projects. After a small update about my game project I'll start with this in the spare time next week.

I'll offer this as a recourse on GG's as well. Not everyone will be able to use GREED once it's finished. Like with my own game project, it's difficult to merge 2 different projects without getting extra delay in development.

@All who sent me emails about the theme and didn't got a reply yet, my apologies! It has been a busy time with a lot on my mind!
#264
02/06/2014 (5:12 am)
Quote:more embedded code-review process
How do you mean this? One thing I'm trying to do in a small group project right now is manage everything through internal pull-requests. So, we have a branch for each topic that gets a pull-request when it's ready to merge into dev. Then we review the pull request, add comments, maybe close it, maybe merge it, etc.
#265
02/06/2014 (1:23 pm)
Quote:So, we have a branch for each topic that gets a pull-request when it's ready to merge into dev. Then we review the pull request, add comments, maybe close it, maybe merge it, etc.

Pretty much this end of things is my thinking on the matter at least.
Singular dev branches and dedicated build-master(s) have their place. Ensuring stability and compatibility is most assuredly one of them, and are a Good Thing when it comes to making danged sure an engine stays stable release to release.

Where that structure becomes less useful from a production standpoint is leveraging partials and experiments, meaning things you either know or suspect are 95% complete, such as getting a pair of folks tossing code back and forth to refine it prior to inclusion in a main development, or main branch.

Hence the initial example/proposal setup of a set of volatile branches per over-arching topic, with commit allowances for those, with a monthly pass/fail/hold for refinement review.

That being said, if folks consider that aspect a side-issue, nothing stopping us all from agreeing that if folks want to collaborate on something, they'd do the same thing for this as they would for the main project: forking yet again, doing their back and forth, having one of em toss their changes into a clean commit and pull request that. It just truly strikes me as something that's getting in folks way. (Or maybe I'm simply overestimating folks desire to contribute. Wouldn't be the first time that happened, and likely won't be the last.)
#266
02/06/2014 (3:10 pm)
I always recommend this branching model. While it's not necessary to stick exactly to that scheme (the diagram makes it seem more complicated than it is), the takeaway is everything goes in its own branch. No development should happen in the 'development' branch :P. A better name for it would be 'integration'.
#267
02/06/2014 (7:47 pm)
I've found that Daniel is one of those few people from the current community that truly 'gits' how powerful and useful the github way of things actually is.
#268
02/13/2014 (6:31 pm)
7 days of silence... everything going alright?

I'm working on the dark UI!
#269
02/14/2014 (3:44 am)
Going through some changes, Jolinar jumped off, I guess because of time issues and now basically I am the "boss".

So if you want some things to be changed, now would be a good opportunity for it.
#270
02/14/2014 (8:12 pm)
I didn't want anything to begin with, it was a request by J0linar.

Sorry to say this, but these changes make me doubt if this project is going to end well. I'm going to finish the UI "makeover" anyway; since keeping my word remains to be important to me. However, this will be released independently on the recourse pages. It means I'm "signing off" for GREED as well.
#271
02/15/2014 (6:51 am)
Hmm, ok time to revive the Torque3D community edition I guess (which was Project GREED anyways to some extend).

There is also the fully open-source FPS game Revenge of the Cats: Ethernet that is currently being brought up to 3.5 OpenGL post see here:
http://ethernet.wasted.ch/
http://forum.freegamedev.net/viewforum.php?f=87
And here: https://github.com/fr1tz/openrotc

Might be a good central hub for open-source FPS development on Torque3D.

@Nils: maybe RotC would be a good home for your "dark" theme?
#272
02/15/2014 (10:27 am)
Well, as far as it goes, I was in the middle of ripping the higher order functions out of the AI this end for a revised baseline for folks, since that was one of those overlooked fundamentals, while I was waiting on folks to decide on what setup to use. Suppose I'll go ahead and leave where that ends up up to y'all.
#273
02/18/2014 (1:04 pm)
Still never got why the name GREED, seemed like it was doomed from the start with a name like that...

Aside from the name, I liked the idea of a "modern" FPS engine built on a T3D base... Have stayed out of this discussion though because I just couldn't get past the name, and also because there seemed to be some in-fighting and division occurring in the community because of this project.

Anyhow, if this evolves into something that is not named GREED, and that stops dividing the community, I'd be happy to do the grunt work to embed some existing resources... The original post for GREED mentions a list of resources they wanted in there as stock, I'm wondering how many of those were actually added to the code up until now?

I always add the following to any new projects, would be easy for me to roll them into the main engine build for whatever this project becomes. Assuming they are not already done of course:

Resources
- PathShape (moving platforms)
- fxGuiSnooper (security cameras)
- 2D/3D compass/radar
- Climbable objects
- GUIs on Objects

And some tools modifications:
- "SnapTo" functionality
- In-game script editor

Possible future features:
- AFX CoreTech (if Jeff Faust open sources it)

...Not much of an offer I guess, but thought I'd put it out there. Enough people have helped me here that I wanted to give back in some way, and if this helps people get started using T3D then that's a good thing.

Maybe a re-branding of this initiative, away from GREED and towards a more generic concept of an "enhanced" build of T3D MIT, would help? If we stop thinking of this as a "product" and more as a set of tools and features that extend the existing open source engine, that may change how some people are seeing this initiative as divisive...

I dunno, just my two cents. Like the idea, just wish it didn't end up being such a sensitive issue - I mean really, who wouldn't want a more "ready-to-go" version of T3D as an option?

Maybe like I said, it's all in the name? lol

Cheers
P
#274
02/20/2014 (8:38 pm)
The Dark UI (theme, skin, GUI...) has been posted in the resource section.

i-dropper.net/torque/darkUI/T3D_DarkUI_PreviewM.jpg

So for those who have been asking for it for quite some time, please have a look and try it. I found this version even much better then the one I use in Deadly Matter, so I guess I'll be using it for that as well :)

Just put it in any project you want/like; you have my blessing!!!

Personal note

For whatever reasons people are leaving the community; if they felt it was torn apart, insulted in some way or don't agree what others are doing or saying; It's a community for g*d sake, it will always has its ups and downs, times of turbulence and time of prosperity.

Our task is for us to keep this thing going, even when it's not always that much fun. Don't expect that other communities will be that much better. Of course, the grass always greener on the other side, it's about time that you put on some fertilizer!!!

Hope to see you all soon again!
#275
02/21/2014 (4:59 am)
No, I don't think the problem is the name, even if it's not the best, the problem is more personal conflicts between various people in the community.

So we should find a way to lay the personal differences aside, since this will lead us nowhere. If we cannot decide what to do there will be no development.
#276
02/21/2014 (6:17 am)
Just curious, with the news that the steering committee is going to be back up and running and some community members given access to the GG repo, is this project still going ahead?
#277
04/22/2014 (7:19 am)
What happened to the stuff that was planned for this project? haven't heard anything about this for a while.
#278
05/13/2014 (7:09 pm)
Yet another been away too long posts from me.

I'll make a comment on the split community first, this community has been fractured for as long as ive been here, some of them are minor, most in reality. But there have always been major divisions between the FPS crowd and the RP ish crowd, there has always been two versions of the engine unofficially, the stock TGE, stock TSE/TGEA, stock T3D and the AFX versions of each of those, getting things to work one way or the other has always been a minor headache for everyone. The one thing that needs to be remembered however is that the glue of the community has always been the resource posters who even way back when posted resources on how to add xyz resource for one version into the other. I fail to see why anything should be any different now.

@duion you cannot lay differences aside, people will be people, just dont communicate on those topics that cant be agreed upon, anybody who posts an anti-anything should be considered an asshat and ignored by every member of the community, losing that personality type is no loss at all and in reality probably does the community better without tbh.


ok, now i've vented my irrelevant opinions, and despite being part of the RPG crowd one of my cohorts is an avid FPS junkie and has always wanted us to develop some form of FPS type game, so i'am actually interested in this project or at least its outcomes

PS @nils thats awesome, i'm yoinking it right now :DD
#279
05/13/2014 (7:47 pm)
For myself, I've simply spent more time focusing on the company project, and throwing findings/tweaks/refinements back to the main repo till there seems more interest in collaborating on functionality demonstration. (That and threw up a few WIPs on the personal github repo for folks to poke at if they want. To be perfecly clear on that: I've got an svn for the comercia work. Anything at all up on github.com/Azaezel is fair game for anyone to do anything they want to with it.)
#280
05/14/2014 (4:46 am)
What differences? The goal of this project was to get some things taken on that should have been done over a year ago. First people liked the idea, than after some hassle they did no more and they wanted the steering committee back, fine if they want that, I am ok with that, but in the end we will still need someone who does something that was intended with this project.
Andrew opened his next-gen branch that does something similar. We can stick to that, also no problem for me.
I think this project is more or less dead, since the leader jumped off, which is no good behavior at all, especially since he was doing the most.