Ahoy! Yay for GTKRadiant going GPL!
by Luke Jones · 07/01/2006 (12:59 am) · 4 comments
Well, nice to come back to the s ene after being away for a while, and see how much has changed!
TSE 3.5, wicked stuff guys, nice to see progress hooting along.
Torque Constructor, damn I'm looking forward to that, looks like some amazing progress has been made there, heres hoping the interior code well be made a bit more complete after, something more along the lines of the brush entities that the quakes and doom3 have (like, platforms, pathing, rotating and swinging, buttons and triggers, patches).
Which got me looking at GTKRadiant again, and now that its gone GPL, YAHOOO!
Means we have a bsp editor for linux, and a nice competent one with a familar interface at that!
Problem was, no decent entity list and game type for use with it, so I made one, be putting it on TDN and making a resource soon.
And, next topic?
People want a physics engine to be integrated into torque, any engine, as long as its a decent one, Newton Dynamics, PhysX or ODE, dosn't matter.
If so many people want this done, ever since early 2004 as far as I can remember, why hasn't major progress been made?
Ideal situation would be, all Torques physics and collision code abstracted (yeah right) and the physics and collision stuff made more like a wrapper, just so others can jam whatever physics engine in that they see fit.
I'm about to take up where I left off with my work on Newton, so expect it to be shared around and questions to be asked.
Its one of those things that people need to share and collaborate alot on, instead of the people that manage to do it successfully, getting all high and frikkin mighty about it! (one name springs to mind).
Yes, alot of hard work can go into it, but please don't be so damned scretive about it, and if you think you have made something extremely well and deserve to get some reward for your effort, I'm sure people will pay a modest price for the work.
I mean come on, whats one of the big things on peoples wish list for the engine? You will get alot of people willing to pay for the joy of getting the physics bits sorted.
And also, if you do intend to sell, bloody well include the source code! (name springs to mind) Security is needed for the indies, if you bugger off out of the scene for awhile, how are bugs going to be fixed? What if a buyer needs a feature for their game and is a competent programmer, but can't add it in themselves (from lack of the source) and you won't do it for them?
Chin up and move on?
Not good enough!
TSE 3.5, wicked stuff guys, nice to see progress hooting along.
Torque Constructor, damn I'm looking forward to that, looks like some amazing progress has been made there, heres hoping the interior code well be made a bit more complete after, something more along the lines of the brush entities that the quakes and doom3 have (like, platforms, pathing, rotating and swinging, buttons and triggers, patches).
Which got me looking at GTKRadiant again, and now that its gone GPL, YAHOOO!
Means we have a bsp editor for linux, and a nice competent one with a familar interface at that!
Problem was, no decent entity list and game type for use with it, so I made one, be putting it on TDN and making a resource soon.
And, next topic?
People want a physics engine to be integrated into torque, any engine, as long as its a decent one, Newton Dynamics, PhysX or ODE, dosn't matter.
If so many people want this done, ever since early 2004 as far as I can remember, why hasn't major progress been made?
Ideal situation would be, all Torques physics and collision code abstracted (yeah right) and the physics and collision stuff made more like a wrapper, just so others can jam whatever physics engine in that they see fit.
I'm about to take up where I left off with my work on Newton, so expect it to be shared around and questions to be asked.
Its one of those things that people need to share and collaborate alot on, instead of the people that manage to do it successfully, getting all high and frikkin mighty about it! (one name springs to mind).
Yes, alot of hard work can go into it, but please don't be so damned scretive about it, and if you think you have made something extremely well and deserve to get some reward for your effort, I'm sure people will pay a modest price for the work.
I mean come on, whats one of the big things on peoples wish list for the engine? You will get alot of people willing to pay for the joy of getting the physics bits sorted.
And also, if you do intend to sell, bloody well include the source code! (name springs to mind) Security is needed for the indies, if you bugger off out of the scene for awhile, how are bugs going to be fixed? What if a buyer needs a feature for their game and is a competent programmer, but can't add it in themselves (from lack of the source) and you won't do it for them?
Chin up and move on?
Not good enough!
About the author
Core developer using Rust lang at Sphere Identity.
Recent Blogs
• Checking in, telling a story.• Arcade adventures.
• Something different.
• Where am I?
• Plan for Luke Jones
#2
07/01/2006 (5:34 am)
Thanks for GTKRadiant
#3
I investigated a general wrapper for the physics integration, not sure it is the best approach as the SDKs differ significantly and stuffing another physics engine in place of another will take quite a bit of tweaking, even to the SDK source: most applications using havok or ode end up modifying the source moving away from a general shared lib solution. Of course it is good to have an abstraction layer but will be a LOT of work making sure it lines up with all the major APIs properly.
I appreciate the sentiment but keep in mind everybody has thier own thing going on. Time is money as they say but looking at the numbers myself I'm not sure selling a physics integration will pay back the hours required for a robust and generalized solution. There is a lot of interest but people that purchase TGE are notorious for being cheap-asses (including myself) and expect a lot for a little.
Good luck on the job hunt!
07/01/2006 (10:58 am)
There +has+ been major progress on the physics side, but as you pointed out the work really hasnt been shared. Maybe somebody will change that ;) I investigated a general wrapper for the physics integration, not sure it is the best approach as the SDKs differ significantly and stuffing another physics engine in place of another will take quite a bit of tweaking, even to the SDK source: most applications using havok or ode end up modifying the source moving away from a general shared lib solution. Of course it is good to have an abstraction layer but will be a LOT of work making sure it lines up with all the major APIs properly.
I appreciate the sentiment but keep in mind everybody has thier own thing going on. Time is money as they say but looking at the numbers myself I'm not sure selling a physics integration will pay back the hours required for a robust and generalized solution. There is a lot of interest but people that purchase TGE are notorious for being cheap-asses (including myself) and expect a lot for a little.
Good luck on the job hunt!
#4
07/19/2006 (4:49 pm)
Thanks Luke Im on that GTKRADIANT tip right now! 
Torque Owner Luke Jones