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).
#141
12/05/2013 (7:20 pm)
You already have simple variation in Torque, you can scale items, rotate them, Ok that is nothing special, but you already can scale them on only one axis.
There is a shape replicator in Torque, that is not active from code, since it is not good in performance, but it uses a randomizer to create a lot of slightly different shapes and distributes them randomly around the map.
Here is a demonstration of it, where someone creates a field of rocks, from the default Torque rock model. www.youtube.com/watch?feature=player_detailpage&v=8PasNY9lZfw#t=153
So if someone knows how to bring some features of this into the forest editor or some other function, this already would be really cool. You could make environment generators and such.

There is a lot of things that are already possible in a simple way.

Ok this method will work limited, since the UV-textures will stretch too much at some point, but image if you can use world coordinates for texturing, you can create almost any shape just with a script, live in the engine, like with the sketch tool.
#142
12/05/2013 (8:24 pm)
" you can scale items, rotate them, Ok that is nothing special, but you already can scale them on only one axis."

by coding,i can populate huge area with things until t3d crash for video memory .with variations on material.
although that makes things ugly if u do not make enough control on material grouping by choice.

problem is terrain side code.u have to adjust terrain for that.not good on t3d side.that is why need to integrate voxel terrain.to get more control on terrain.
#143
12/05/2013 (8:29 pm)
@ashen - Just curious what would a Voxel terrain allow us to do and would it be network safe?
#144
12/06/2013 (2:45 am)
Duion - what torque has is known as instancing, what SGFs basically are is code generated by the programmer - read and deciphered by the gfx card and pushed out as meshes onto the render layer. This leaves a very small footprint. To me even seems as tho it would take less memory, to load a 6000 poly mesh generated that way than loading 1000 poly mesh draw by an artist, that's not on official documentation anywhere that's just my own sort of mathmatically equation of working it out lol
#145
12/06/2013 (4:21 am)
Another thing we're gonna need for this project is a couple of royalty free sound effects - of real guns, anyone know of any good sources?
#146
12/06/2013 (6:11 am)
You cannot use "royalty free" since it is not open source compatible.
Only compatible licences for our project are public domain and cc-by, since our endresult should be MIT license with art under CC-BY.

But I already collected some sources for SFX, so I think this will not be the problem.
#147
12/06/2013 (6:17 am)
Royalty free when ur talking sound / music / audio in general means u can use it for no matter what u want, u can distribute for a charge or for free... Royalty free over here in the uk anyway just means u don't have to pay royalties for using it in any manner you want?
#148
12/06/2013 (7:52 am)
That is wrong, it just means you don't have to pay for use, once you bought it it, it does not mean the copyright is transferred to you, so the item remains under copyright and you have no right to redistribute it.

It depends on the individual license terms, but in general companies who sell their stuff as "royalty free", will not allow you to redistribute it, that would destroy their own business, since you could start selling their items also.

So you have to be careful with this stuff.
#149
12/06/2013 (8:03 am)
most game dev companies use royalty free sound effect packs and i didnt say the copyright transfers to you i said u can distribute for a charge - with something eg. game movie etc etc. i didnt mean just the sound file and were talking about a game engine here not the sound files in question.

music.tutsplus.com/articles/where-to-find-audio-files-you-can-redistribute-with-...

1. Royalty-Free Music

Royalty-free music might come at a cost, but there won't be a bigger cost when you redistribute it. Most commercial music requires that you pass onto the publisher a royalty with each use or item distributed. That's not the case with royalty-free music. It should cost the same whether you distribute one CD or a million. But check the license before committing yourself—sometimes the term "royalty-free" is used differently to what is expected, or additional restrictions may be in force, including limits to distribution numbers.
#150
12/06/2013 (8:24 am)
You have to remember that we are doing a MIT license engine with CC-BY artwork.
Yes normal game dev companies use these things and don't pay when they redistribute their software, but their software is not open source, that is a major difference.

If you buy some things and make them open source, this would mean everyone will be able to use them without paying for it, modifying how they like and even redistribute it with their own license terms.
So if these companies would allow that, they could close tomorrow, they would be immediately bankrupt.

This project is difficult, because we can use no bought content of whatever, because almost all of them restrict open sourcing, even conventional GPL open source content cannot be used, since the output should be MIT compatible.
#151
12/06/2013 (11:03 am)
I know a SoundFX artist that might be able to help out with the project. :)

I will let you guys know when I hear back. :)
#152
12/06/2013 (3:19 pm)
Some things i think would be really advantageous to a project such as this(actually Torque3D in general):

1) Full 64bit support (i guess this is step one in better multi platform support).
2) OpenGL 4 support.

Adding in support for SDL 2.0 i think wouldn't be a bad idea, it's now zlib licensed and certainly makes the multi platform support a lot easier to implement.
#153
12/06/2013 (11:52 pm)
@Timmy - I think that Partial 64 Bit support is coming. :) Not sure about SDL 2.0 I would like it but it is up to some one to step up and make it happen. :)
#154
12/07/2013 (4:30 pm)
Hey All!

My freind was not able to help out untill the new year possibly later.

However there is a Gun Sound pack on Kickstarter that will be 100% free in the public domain.

http://www.kickstarter.com/projects/bjjaszcz/the-firearm-sound-library
#155
12/07/2013 (7:14 pm)
These will be a nice addition to the public domain sound effects.

I would recommend also these www.youtube.com/watch?v=tNbcrcY8svw&feature=c4-overview&list=UUGy7ppDyzQ... and on his freesound account he has a huge collection of all kind of sound effects, all public domain or CC-BY. This is my best find so far.
#156
12/07/2013 (11:01 pm)
@Duion - those are awesome Sounds!
#157
12/08/2013 (3:14 pm)
Out of curiosity, would this project benefit from the addition of menu/ambient music?
#158
12/09/2013 (1:37 am)
am back, let the show go on :)

regarding music, we will actually need a couple of different themes
as we are going to showcase the engine in a construct

specific features will be showed in different themed levels
and therefore it is best to underline those with some ambient music

i will reply to the e-mails soon and
@Thomas
how is it going on?

@Luis
thanks for your interest

@all more to come soon..
#159
12/09/2013 (6:58 am)
things are going well boss still avin a bit of bother with one or 2 of the shaders not displaying correctly - trial and error is the name of the game :D will have all my added features ready soon i think. I will send them to you before the week is out :)
#160
12/09/2013 (5:02 pm)
You may want to consider implementing Adam Armstong's Particle Ribbons.
An alternative to torque's standard zip system for asset encryption might be useful for this project as well (AES zip encryption would be a large improvement)