Game Development Community

When can I see this feature in T3D?

by Szzg007 · in Torque 3D Professional · 07/27/2012 (7:45 am) · 7 replies

please see this:http://www.havok.com/cn/products/vision-engine
vision-engine
When can I see this feature in T3D?T3D can improve the engine light and volume fog. Dynamic update of AI pathfinding class vision-engine NAV MASH function. That I would like to T3D perfect.

#1
07/27/2012 (9:03 am)
What feature? A second engine?
#2
07/27/2012 (9:25 am)
Not a big deal - volume light and light clippers are slow.
We did this in GL,but never used it.
#3
07/27/2012 (10:05 am)
As I recall we had local fog in TSE -but it got left behind at some point... shame :/
#4
07/27/2012 (3:42 pm)
I agree with what you would like to see. Especially, an integrated nav-mesh system and local/volume fog stuff. I have been playing with the lighting and honestly with a little work Torque can do most of this already.
#5
07/27/2012 (3:43 pm)
I don't remember volumetric fog. I remember a lot of requests for it, though.
#6
07/28/2012 (1:19 am)
Szzg I use cloud with many levels. also adjusts the depth by measuring the distance of the player from the desired point by reducing or increasing the alpha. All this with standard fog of mision system. Really great results.
Torque is a very good machine for development. It contains a number of possibilities but not full detailed. Aipath for example is the innovation of each game manufacturer, can not be detailed on growth in a standard edition engine. In torque you have all the tools to write this as you would like.
#7
07/28/2012 (8:35 am)
Daniel's guide to the Recast/Detour system over in the Resources section is a great way to get up and running with a nav mesh system and I think he covered getting AI players to path in it, too.