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).
#161
12/09/2013 (5:21 pm)
@Thomas
do you have space for one more thing?! :P
filmgrain shader with color variables
so that sepia and black/white can be made easy

@alphaslime
stuff regarding encryption is not on our main focus list
- however we might add something regarding encryption

and regarding the Particle Ribbons
- we will see how it performs
and if there are any copyright problems or not.
If you have time alphaslime, you can always join the cause and work on us on the features you would like to see.
At the end this whole thing is ment to keep the ball rollin and to continue the Developement of the Engine as a OpenSrc Engine!
#162
12/10/2013 (7:07 am)
@Thomas
Do you have any experience in normal map orientations? I'm having problems finding out how Torque handles normal maps, you can look at the current problem here www.garagegames.com/community/forums/viewthread/135776
The problem is, Torque seems to need y-inverted normal maps for static objects, but for terrains the settings are totally different and bugged.
If we are lucky only the coordinates need to be mirrored or something like that.
#163
12/10/2013 (7:13 am)
@Duion - I will have a look at it should be str8 forward more than likely something to do with the blending feature in terrains messing about with the normal maps.

@j0linar - definately add that shader to the list boss :D
#164
12/11/2013 (4:10 pm)
Status Update:
Website work is going on - had to purchase a theme for the greed website
now am reworking it to fit our needs.

Concerns about some resources - will have to check regarding copyrights
as its not possible to just slap something into Greed without havin permission from the Authors of the Copyrighted resources.
However i was thinking about supplying those resources as an extra for those who wish to use em.

Shader Work by Thomas is still in progress.

Artwork for the Greed Showcase levels is in progress.

If there are more ppl interested to join the cause, e-mail me
with your contact details and what you could contribute to Greed.
Thanks for reading

#165
12/13/2013 (11:56 pm)
Hi Everyone. I have been lurking around the forums and the community for quite a while. I have a degree in Game Programing, so i can help with something in that area but I really prefer to model, and it is what I spend ALL my time doing. I plan to eventually make a game, but I have not go there yet. I have some spare time once in a while and make models that would be great for a FPS most of the time, as well as other genres, so when ever I get something i think might fit in I will donate it. if there is anything you guys think you need let me know and I will see what I can do.
#166
12/14/2013 (8:33 am)
has anyone ever tried using qt to create a node based material and shader editor?

cryengine uses a node based system for creation of certain effects and for materials so does blender, as far as i know the best way to do this is with qt? anyone any input would be greatly appreciated
#167
12/14/2013 (10:15 am)
@bobby Leighton
am sure you would be a great asset in the team, if you wish
you can sent me e-mail with your contact details

Then we could talk about what is needed and your role in this endeavour.
Thanks

@Thomas
i was some time ago thinking about it but thats where it stopped, i did however found a qt implementation of a node editor howto guide (well not a real guide but it gets close)

i will try to remember what it was called and post a link
about it.

However am not quite sure how one could extend/change T3D`s material system to a node editor.
Edit:
algoholic.eu/qnodeseditor-qt-nodesports-based-data-processing-flow-editor/
Thats the one, for someone with proper knwoledge this might proof to be usefull
#168
12/14/2013 (10:23 am)
well it would just be the material editing section, torque already supports multiple layers on one material, the node material editor is purely visual lik it dosnt hold any extended functionality as far as i know, instead of using buttons as it is atm it would use nodes, the new functionality part would be for shaders, a shader authoring tool for postfx effects would be very useful and as it stands the material editor already just outputs a datablock for the material in torquescript, this could be modified for use with creating actual postfx shaders. output hlsl files with their cs file. what i really want to know is if anyone has tried this before and if they have got anywhere with it?
#169
12/17/2013 (6:26 am)
Update Time
Welcome to Azaezel to the Group

new things todo for Thomas our Shader/Source Guru
-Motiontrail Shader
-Filmgrain PostFx
and some secret stuff we dont want you to know just now ;)

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/
#170
12/17/2013 (2:35 pm)
Great work on this guys :) it's coming along nicely
Although I'm new and probably not much help I may be able to help with the OnRail FPS Shooter using triggers.

I think I know of an easy way to do it so I will see if i can make a quick demo to make sure it works and then post the results in J0linar's thread
#171
12/17/2013 (2:39 pm)
certainly boss give it a shot and let us see what u come up with, simple camera paths and triggered events should be enough - use rays for projectile spawning - look to the rts prototype for doing this, you will need to remove all other items from play gui apart from maybe health and ammo. left click for shoot - right click for reload, dosnt even need to have a gun showing on screen as most onrail shooters dont i think, house of the dead dosnt neway - as far as i know lol :D
#172
12/18/2013 (8:36 am)
Hi guys,

Great work so far on this project, well done!

I am curious about this resource:
*GUIs Rendered on an object: guiDynamicTexture by Tom Spilman, Dave Young & Lethal Concept

Its thread is a bit of a mess when it comes to a final T3D 3.0-compatible solution. I read in this thread (first or second page) that the resource has been made to work in the new T3D, I was wondering if anyone had final instructions and files that would let me implement this in my projects?

Basically, I'm looking for a way to take GUIs that used to popup on the screen, and instead attach them to physical objects in the game. Just like the QT webkit and Awesomium do.

This is because of the Oculus Rift, and the fact that the popup GUIs do not work well with the stereo rendering. I figure if I can take the popup GUIs and make them game elements (embedded right in computer consoles, etc), that the Rift will then properly stereo render them and have them be usable in the Rift.

Any advice would be appreciated, thanks!

P


#173
12/18/2013 (11:59 am)
Hi Paul,
regarding rendering guis on objects
you will either have to ask Robert Fritzen
or wait till am done with it, however it wont make its way into GREED
as the stuff is copyrighted and i have no right to relicense it or change its copyright. Maybe we will find a solution for this, will have to ask thomas if he has a idea how this could be achieved.
We will see
#174
12/20/2013 (5:53 am)
i just wanted to ask yas all a quick question sayins we were discussing audio earlier i just want to clear this up in my own head really for my own projects. Does anyone know what exactly is the big selling feature of FMOD? i mean like what does it add? what does it do that makes it worth so much money?


http://freesdk.crydev.net/display/SDKDOC3/The+FMOD+Designer

http://gameaudiomix.tumblr.com/post/24690306911/a-closer-look-at-fmod-studio


just looks like a fancy audacity to me
#175
12/20/2013 (6:34 am)
It's the 3d positional audio that shines in T3D. It is much improved over the built-in system.

You can try it for free (unless something changed). I would advise maintaining support for it, but of course you can't distribute it.

If you want more actual qualitative comparisons I'd ask Steve Acaster - he used it quite a bit if I recall.
#176
12/20/2013 (7:22 am)
Another option for 3D audio: kcat.strangesoft.net/openal.html

Quote:
OpenAL Soft is an LGPL-licensed, cross-platform, software implementation. The library is meant as a compatible update/replacement to the deprecated OpenAL Sample Implementation, as well as a free alternative to the now-proprietary OpenAL. OpenAL Soft supports mono, stereo, 4-channel, 5.1, 6.1, and 7.1 output

OpenAL Soft provides capabilities for playing audio in a virtual 3D environment. Distance attenuation, doppler shift, and directional sound emitters are among the features handled by the API. More advanced effects, including air absorption, occlusion, and environmental reverb, are available through the EFX extension. It also facilitates streaming audio, multi-channel buffers, and audio capture.

It is an active project, you can see his prepo git here: repo.or.cz/w/openal-soft.git
#177
12/20/2013 (7:23 am)
i have tried the free version but seriously i didnt find anything new about it not unless there is something i am missing,
#178
12/20/2013 (7:28 am)
i have been using openal with very good results :D which is why i am looking for why fmod is the price it is there must be some feature that i am not picking up on =/
#179
12/21/2013 (10:56 am)
@NiN-NiN
i just now saw what you posted, ye that would be great
to see with what you come up
regarding the on rails idea.

So far i havent found much time to finish up my idea,
my plan was to use a set of triggers to be able to switch from a moving
to a static on rail

what am after for the moving part
is something along the lines of this


imagine playin something like this with the rift, guess you get the idea
-use the head for turning left/right

for the static on rail
i thought about the classic House of the Dead
anyways - i hope to get some time to get something workable
currently am working on assets and well thats it.
#180
12/22/2013 (11:29 pm)
Just out of curiosity what happens with the GG copyright on all the source files in Torque3D?