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).
#81
12/03/2013 (1:05 pm)
dont worry about linux,
there is a plan in place for this however its really to soon to talk about it but it is already in the todo list.
#82
12/03/2013 (3:47 pm)
did u try the source code i sent ya?
#83
12/03/2013 (3:51 pm)
i did, sry that i havent replied yet about it

somehow i got a couple of errors
undeclared identifier - actually the stuff that you added seems not to be the case

did you by any chance uploaded your own reworked version of the files?
#84
12/03/2013 (4:04 pm)
ah hang on thats the file i have set up for explosions lol
heres the one just sound

www.dropbox.com/s/66jjm0bu9i38xn2/MaterialSound.rar


#85
12/03/2013 (4:24 pm)
For a feature may I suggest breakable glass? That tends to be in most modern FPSes.
#86
12/03/2013 (4:53 pm)
@ Triverske
Wouldn't that just be an object with physx destruction.
#87
12/03/2013 (5:08 pm)
@alphaslime - Not just PhysX objects. If you guys are aiming for the sky, integrate APEX Destruction.

APEX Destruction Video

Force Unleashed DMM
#88
12/03/2013 (6:45 pm)
Once we do have a set spot, let me know if there's interest in:

Updated version of updateDamageSmoke for players, vehicles and rigidshapes that includes checking for damageNode%d on a model, and cumulative emission, rather than highest applying (So you can blend additive and normal emitters aka fire and smoke.)

Stock physics rigid on rigid impulses. (Still a bit twitchy, but I don't terribly mind letting folks review it since it's sitting on my harddrive gathering dust. One of those 'not applicable to the project' bits that might get someone started.)

Detail Maps alpha blended based on object damage. (A proper implementation there would be a separate shadergenfeature using it's own entry, but it functions this end, and that's all we really needed, since we aren't doing things like team decals. Again, as much for inspiration as anything else if someone wants to pick it up and run further with it.)

Team ID system including a revamp of the turret code to account for that rather than the current deathmatch-based implementation.
#89
12/03/2013 (8:11 pm)
@Michael Perry - I for one would love to see APEX destruction integrated into GREED or Torque 3D MIT 4.0.
#90
12/03/2013 (9:29 pm)
"listed as a Contributor"

that is what i always was thought of.
all contributor need encouragement.

*****************************************

there are resources for which those guys should have given credit.
but they all are wipet out from this forum along with their resource threads.
and still same is going on.

GG,is not going to pay any attention on it.
so u better go for it J0linar,by starting to port good resources on to a new side
+ credit to actual owners of those resources.

if somehow someone contract with them ,may be they will come back.
(i personally think they have left t3d after gg have left t3d's responsibility ans no one is now willing to contribute that much.more over there is feature full unity 3d )

+what repository u r using ?
i am still having problem about submitting pull request for git.
that is why still my contribution on t3d mit is zero.
and do not have time to figure it out.
#91
12/03/2013 (9:31 pm)
actually it was a double post.

this thread is getting bigger.so same old problem.
double post is happening.
+after each post it took me to 1st page.
annoying

on my bad net connection that is enough to lose willingness to participate on this thread. it took me 7 minute to do this 2 post
#92
12/03/2013 (9:56 pm)
1st let me ask what you believe why am doin this?
for profit? for credits? - you should realize the stuff that i started in the last days are all actually things that gg could have done

and when i say mentioning ppl as contributors
then i dont mean simply the Resources from GG

The Resource will be integrated into GREED, we might not comment evrything
but at the end there will be a credits part that will mention the men and woman that shared there resources and codes


And most important you should realize that GG jumped off - they are not going to update and neither to support the Open Sourced Torque 3D Engine for free.
So what is your problem with GREED?
is it the name - well the explenation even for the naming will come
and for many other things after all noone pays me aswell so could you be that kind to stop throwing bricks in my way?!

Instead of negative input - either hold it back or throw something useful in? how about that one

Last regarding this thread in general it was to evaluate the user vs contributor/ participants and nothing more.

In the last 24hours
Greed already has grown, many more members joined the cause
We got the moddb/ sourceforge stuff setup and even a Homepage.
Can you say that this was done before within this short tiemframe?
i doubt that, so lean back enjoy the show and dont worry there will be time for you to contribute aswell.
We are not the steering commitee/ and neither are we playing by their playbook!
#93
12/03/2013 (10:09 pm)
@J0linar

Your request for the "mamba theme" has been granted. Of course I want to add sumfink to this great initiative :)

i-dropper.net/deadlymatter/DeadlyMatter_Dev1_UI_small.jpg

My current UI is still mainly 1.2 code because the changes were that much, that redoing it for MIT 3.0 wasn't a priority for me for some time. Now with 3.5 I guess it's really time.

I want to provide a black & red theme because it will fit T3D better. The black & yellow was designed to fit with the design of Deadly Matter.

The current status is that all the button icons (images) have been done and ready, but none of the code has been made ready for 3.5 and "turned to red". I have been working on a non-game (paid) project for months and will finish soon. In the beginning of January I'll be able to start with T3D again, so I'll be able to work on this as well. I don't see a time scope, so I guess this should do?
#94
12/03/2013 (10:13 pm)
special thanks @Nils
and yes January is totally fine
besides real life has always priority

and if you wish/ want you can hop on teh moddb boat aswell.
this way if you should decide to move your own game to greed it will get more attention.

all you need is to provide me via e-mail with your http://www.moddb.com/ nick
#95
12/04/2013 (12:32 am)
"for profit? for credits? "
"and for many other things after all none pays me as well so could you be that kind to stop throwing bricks in my way?!"

what u mean by profit?
here,everyone working to develope a game.their dream game
so anything u do will be consider as profit to u.
some guys using t3d for their project and contributing their bug fixes.
in a way,they are also are getting their profit.
if profit is money then i have to say in this forum no one get any money except artists and WLE.
so money is out of question.

J0linar,
u also have benefited by getting t3d for free.
u have found an engine with source code which have ultimate power to publish a multiplayer enabled game.
but i am not.
i have payed for it(still i like to thank gg for their courtesy for choosing MIT license.).
i am not developing any game.nor i am going to use it for any of my projects.
i used to like to learn interesting things
and like to uncover things that seems mysterious to me.
and 3D Technology was mysterious to me.
that is why i am with t3d's source code.for publishing game i will go for unity.
i am a programmer on different subject.not game.
may be 2/3 day(3/4 hour per day) can be achievable for t3d.

if u think that somewhere i have thrown bricks on you,then u have miss understood.

if profit is credit then i like to go for credit.
credit is useful.
i spend lots of my time by analyzing t3d's source code.
when i have to go for job,some kind of credit will help me to showoff.
+credit's plus point is inspiration.
that is why i always give priority on credits.

(ohh,freelancing can make u earn some money.but my experience on this forum is bad.recently someone made me to develop 2 big amount of scripts(over last 3 years) and never payed me.that is why i actually have minus in case of profit.
but 1st one was a master piece.it was fun to develop.i have learned lots of things.so i only can hope that he can make it in a good way.)

*********************************************
" you should realize the stuff that i started in the last days are all actually things that gg could have done"

that is why i welcome your effort.as mentioned on my 1st post there r lots of things that could have be done by gg.and they were paid for it.for the sake of decency i am not mentioning those.

but still after open sourcing,by following current steering committees' those are not possible to achieve.
so your effort is needed.
i was thinking to do something.but i am a programmer.not manager or artist,like u.
so not my work.

although i helped duion for his open source project.
but then i have to left it for sake of my daily activities.
even,duion also had to set off(i think) for the lacks of features in t3d.
not sure if it is another death of t3d based project ?

******************************
"1st let me ask what you believe why am doing this?"
"So what is your problem with GREED?"
"is it the name - well the explenation even for the naming will come"

what i believe is that u doing this bcz,current steering committee still influenced by gg.
nor gg nor the committee can go out of the rules.
so cannot blame them.

and there is no problem with the name.
t3d already have criticized so much that it actually need a new name to get attraction.

so no question on your effort.

*********************************************

"Instead of negative input - either hold it back or throw something useful in? how about that one"
"so lean back enjoy the show and don't worry there will be time for you to contribute aswell."

i can throw some.for that i need to dig into my code base.
then have to fix according the rule of code clean up
as mentioned in steering committess's coding rule.

after spending so much time on developing a thing then again i have to spend time to give it away for free !!!!!!!!
with my limited time i never was able to do that.

nor was able to fix those annoying slash and other tagging error when i try to publish code on resource section.
so my resource number is 1.
i think that way many also have lost their willingness to post resource.

even i do so for your project,do i have to see another death of t3d project ?
***************************************

one question:

how long u r with t3d?
i am with it since 2009.i have seen deaths of lots of efforts.
and i was involved with one of them.
but those deaths were so quickly that i never found time to expose myself.
some of those have lots of potential .
they had same enthusiasm like this one.
may be much better considering a close source product using by small number of master mind on t3d.
but all attempts are dead.
i do not want to see another death.
#96
12/04/2013 (2:59 am)
Little update:-

Material sounds is now changed to being called in the explosion effects source code as it didn't seem to work too well in the projectile source code.

Dirty lens shader is showing good results will post screens and the shader here tonight when I get more time to test it with different light colours and scenes.

DoF - I have recreated the depth of field shader. This time it uses importance mapping and gives far better results than the vanilla torque dof shader still a bit of work to do as the gui menus for it are now outdated and don't change ne of its features also is a bit unstable needs further testing

Bokeh - again working quite well with hexagon and circular bokeh effects but requires more testing to map better to glow areas
#97
12/04/2013 (3:03 am)
On the note of apex destruction - if someone could point me in the right direction of how the px files for torque are created I could possibly integrate it and ragdoll- also apex fracture maps
#98
12/04/2013 (3:25 am)
@ahsan
My applogizies as it seems that we just both misunderstood each other.

Now to your questions, am since last year with T3D
my previous experience comes from the idTech range of engines and udk/unity.

What you see as enthusiasm is actually not -
This here right now with greed is a "do it, or dont" Atitude

There is no room for being enthusiasm at least not for me as am not a person that depends on those kind of feelings. The harder somethin is, the more likely it will interest me.
Anyways lets cut this here and i hope you got at least a idea what i was tryin to tell you.

@Thomas
great progress and am surprised that you picked up the work on Bokeh aswell, thanks

on my end i started the trivial stuff -
Overshoulder Cam/ Weapon Sway/ Guis rendered on objects/ Ai Poses

and regardign apex and px, i remember seein something and btw the gmk has ragdolls.
Hint^^ The long known issues with stretched bones comes from the naming of the bones/ Anyways that fits better for another time.
#99
12/04/2013 (3:30 am)
Yea I know gmk has it in there but I wanted to see if I could go about it a different way. Do u know where u seen the info on px files? All I need to do is find out is how the info from the physx stock files is translated over to torque.
#100
12/04/2013 (3:46 am)
sadly i didnt found the link yet, sometimes this site is really odd.

I will keep looking, should get some info and if others read this - care to share? if you guys have any pointers for us