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
World Editor GUI - Theme by Nils Eikelenboom
www.garagegames.com/community/forums/viewthread/135730/5#comment-852532

The following resources are by Steve Acaster
The following Resoucres are subject to change
depending if there is no better solution
Shaders:
In Consideration:
Awaiting more community input
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).
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

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).
About the author
http://j0linar.blogspot.co.at/
#102
12/04/2013 (3:48 am)
aha k will look at it, thanks for the tip.
#103
12/04/2013 (3:52 am)
Btw jus a heads up to everyone, It might take me a bit more time than usual replying to emails later, I got my thin ghs boomers and can't wait to thrash them out so :D
#104
12/04/2013 (6:54 am)
Add minimap to the feature list
#105
is that a normal minimap or did you by any chance got a camera suported rtt one done?
12/04/2013 (7:00 am)
done,is that a normal minimap or did you by any chance got a camera suported rtt one done?
#106
Created an orthogonal projection of the terrain and set it as a render to texture layer in a shader then output it to a bitmap gui controls texhandle
12/04/2013 (7:09 am)
I've stumbled onto an rtt function in the terrain render cppCreated an orthogonal projection of the terrain and set it as a render to texture layer in a shader then output it to a bitmap gui controls texhandle
#107
are surprising.
A Question could that path the way for future stuff regarding RTT?
in combination with Gui render to objects/ models
like teh texture of a scope
12/04/2013 (7:13 am)
hah thats great, the things that are hidden in the deep sea of Torqueare surprising.
A Question could that path the way for future stuff regarding RTT?
in combination with Gui render to objects/ models
like teh texture of a scope
#108
I just basically copied and changed to suit how the RTT functions in the postFx source code files work. Seems to of done the job I mean the minimap terrain is rendering to the bitmapctrl.
This is just a picture of the terrain, I know the math behind unit icon placement and I know how to implement it just need to try it out now see if I can get it working
12/04/2013 (7:21 am)
I don't know lol looks like it could, if this was sumhow taken into a material layer for say a sniper scope it could work , maybe , I'm not gonna commit myself to saying yes just yet lol I just basically copied and changed to suit how the RTT functions in the postFx source code files work. Seems to of done the job I mean the minimap terrain is rendering to the bitmapctrl.
This is just a picture of the terrain, I know the math behind unit icon placement and I know how to implement it just need to try it out now see if I can get it working
#109
its still a long road and your own stuff has priority.
12/04/2013 (7:29 am)
aye will leave you to it and am not awaiting yes asits still a long road and your own stuff has priority.
#110
(will return around 10.12)
The current status is that we got most of the things outlined/setup.
I actually planned todo a showcase blog before i go but we dont have enough to show yet so this has to wait.
Next week we should be ready to show some actual ingame footage
of shaders and a explenation of what is to come and what the plan for Greed is.
The current Developement Team
is listed @ www.moddb.com/company/7-sins/members
Do Note that some developement members are not listed since they havent yet joined our moddb group.
@all future participants/contributors
i wil reply to your e-mails as soon as possible
thanks for reading
12/05/2013 (6:33 am)
@all am goin on vacation for a couple of days(will return around 10.12)
The current status is that we got most of the things outlined/setup.
I actually planned todo a showcase blog before i go but we dont have enough to show yet so this has to wait.
Next week we should be ready to show some actual ingame footage
of shaders and a explenation of what is to come and what the plan for Greed is.
The current Developement Team
is listed @ www.moddb.com/company/7-sins/members
Do Note that some developement members are not listed since they havent yet joined our moddb group.
@all future participants/contributors
i wil reply to your e-mails as soon as possible
thanks for reading
#111
There is a reason why professional software you work with a lot, mostly uses a very neutral theme, like greytones.
I would suggest a theme build out of greytones and maybe orange and/or heavenlyblue, such colors are very comfortable to view at.
12/05/2013 (7:04 am)
I am not happy with the skin suggested, a new skin would be cool, but not such an aggressive. Fully black is not comfortable to view at and if you add red it would be even more uncomfortable. There is a reason why professional software you work with a lot, mostly uses a very neutral theme, like greytones.
I would suggest a theme build out of greytones and maybe orange and/or heavenlyblue, such colors are very comfortable to view at.
#112
12/05/2013 (7:14 am)
Can you please credit me with the over-shoulder cam? I wrote it for Kory and he confirms it in that resource thread.
#113
done, excuse the confusion
as it wasnt stated in the Resource itself and the comments are not the place where i would look for the author.
however it is corrected now
and if there is something else you wish to contribute to the cause,
we would be glad to include it.
thanks
@Duion
you arte right about the time, it might not really fit
we will see what can be done, after all Nils is open minded
12/05/2013 (7:33 am)
@Kenan Chabukdone, excuse the confusion
as it wasnt stated in the Resource itself and the comments are not the place where i would look for the author.
however it is corrected now
and if there is something else you wish to contribute to the cause,
we would be glad to include it.
thanks
@Duion
you arte right about the time, it might not really fit
we will see what can be done, after all Nils is open minded
#114
The UI I'm going to provide will be in dark grey (not black) with a highlight colour sparsely used. I repeat that it will be different from the example because that's for an other project. It's a TIOLI thing, since I really don't have the time to do a market research upfront!
12/05/2013 (7:49 am)
I can't believe some start whining before they've seen anything :ZThe UI I'm going to provide will be in dark grey (not black) with a highlight colour sparsely used. I repeat that it will be different from the example because that's for an other project. It's a TIOLI thing, since I really don't have the time to do a market research upfront!
#115
12/05/2013 (7:53 am)
Quote:I can't believe some start whining before they've seen anything :ZTry being on an engine team for 5 years. You get used to it ;)
#116
this is a open minded conversation and ppl tend to say what they think
and you are right - noone should judge upfront.
However it is good to see that ppl are giving feedback and now lets continue.
shall we ;)
@Mich
well you know how the stone rolls - there are so many to please that we tend to forget to speak up
and am glad that Nils is speaking up.
12/05/2013 (8:03 am)
@Nils its fine dont get angrythis is a open minded conversation and ppl tend to say what they think
and you are right - noone should judge upfront.
However it is good to see that ppl are giving feedback and now lets continue.
shall we ;)
@Mich
well you know how the stone rolls - there are so many to please that we tend to forget to speak up
and am glad that Nils is speaking up.
#117
12/05/2013 (8:13 am)
I'm not angry, just a tiny bit agitated ;)
#119
But if it's going to be a dark grey theme with sparse colors anyway, this sounds much better.
12/05/2013 (9:37 am)
Better whine before you see the things, you don't want to see. ;)But if it's going to be a dark grey theme with sparse colors anyway, this sounds much better.
#120
Currently I'm too busy ... but I hope I can contribute something in a few months.
I want a dark theme for Torqueeeeee!!!
12/05/2013 (9:43 am)
A great project. You have my support.Currently I'm too busy ... but I hope I can contribute something in a few months.
I want a dark theme for Torqueeeeee!!!
Thomas Fluff Harris
CTRL-INTELLIGENCE Ltd
The proper graph plot for recoil is 5*Xe^(1-5X) I remember reading sumwer that's how counter strikes recoil works