Game Development Community

Feature Request === 3D Character Rendering.

by Jack-S- · in iTorque 2D · 05/13/2012 (5:32 am) · 4 replies

Hi guys its been a while since I have posted on the forums, however im now looking towards the begining of another project as my current one is nearing complettion, and I was wondering if there was any way that we could have 3D character rendering within iTorque 2D as I would love to emulate a New Super Mario Bros look.
One of the reasons I would like to do this is that I am thinking of doing a smallish RPG (not online) and dread the thought of rendering 2d character images and animations everytime a player say adds a new sword to their character or even changes the characters suit of armour. In 3d with a bone based animation system one could simply place these objects on their character and the animation system would do the rest.
so is there a chance this could be looked at? I know there was a 3d iTorque however im not looking for a fully fledged 3D rendering engine with 3D worlds simply a character one.

Thanks in advance.

#1
05/13/2012 (6:44 am)
Hmm i don't know much about iTorque2D, but afaik you don't have to render new models everytime the character equips something new?
Can't you just have an image of the armor separately, an image of the sword and so on and then simply put the image of the armor on top of the image of the character? (No idea how complex your game is ofc can see your problem if you as a result need to have several hundreds images for each equipment)
#2
05/13/2012 (2:15 pm)
@Jack-S - Previously we removed the supports for rendering 3D shapes. It would not take long for a C++ to get that functionality back in the engine. Granted, it was for older DTS support and not something simpler like COLLADA. If I were to go about it, I would get the original DTS rendering back in (most likely ported from TGB), then update it to the latest DTS and COLLADA support. That requires access to both T3D and T2D.
#3
05/15/2012 (4:58 am)
@Lukas - Hi, if you allowed any kind of character maipulation in terms of clothing or indeed weaponry you would as you said end up with literally hundreds of animations which would be far too much work.

@Michael - If This could be placed back into iTorque 2D this would be incredible. The possibilites in terms of game design would far more. But it would have to be fully fleshed to include like a bone animations, textures, animation blending, collision detection etc. However I wouldnt mind paying for this sort of functionality as say a MOD or pack or even an optional add on as it would make some game designs infinitely more easier.
#4
05/18/2012 (11:44 am)
@Jack-S- Yeah, a lot of what you described was not supported in the original 3D rendering. If you were to look at Torque 2D, you could see the limitations. The newer formats for Torque 3D would be more adequate, so again you just need a license to the engines to pull the work over. Not something that's on our roadmap, though, so someone would have to do this independently.