Game Development Community

IS IT POSSIBLE

by Delete · in Torque 3D Beginner · 10/09/2013 (3:53 pm) · 15 replies

Hi everyone, I am very new to the forum (like, today new) and have been checking the net for what I need but could not really get it. It has been very frustrating searches for over a month or so.

Been wanting to ask this but did not so I decided to do it today. I have asked this on two other game engine forums but I was not quite satisfied, so I hope I am here. Rather than ask of minor possibilities, I will give you a list (long notes) of what I need. Please try and read through it and tell me which:

1. Is possible out of the box.

2. Is possible by using torque add-ons

3. Requires minor programming

4. Requires serious programming

Here goes the longest post you`ve probably ever read.

I NEED:

1. 6km x 6km terrain/heightmap/world/map (you probably know what I am talking about) based on a city surrounded by water

OR IF POSSIBLE

2. 7km x 7km terrain based on what is above

3. .bvh motion capture file support which I will export from blender into torque 3d. The mocap will be gotten from the yei 3-space software and tool set.

I WANT REALISTIC LOOKING:

1. Water and water physics, rain

2. Vegetation and vegetation physics

3. Cars, car physics (including trains, bikes, bicycles, airplanes etc.)

4. Characters, charcter physics and ragdoll physics

5. NPCs, police

I WANT REALISTIC:

1. Enemy AI

2. NPC AI

3. Police AI

4. Destructible environment

Explaining what this list below as it does not really tell you anything now.

PART 1:

WATER and WATER PHYSICS:

I want realistic looking water as the game will be a gta v style game but like on steroids and smaller but more interesting. As I said above, the game will be based on a city island which I will probably create in blender 3d (lots of skyscrapers, small forests/bushes). The bodies of water in the game needs to be as realistic looking as possible. I need waves, floods that will occur in the world at certain times, rain that makes characters wet and splash of surfaces. I want the water to ripple when stuff falls into it and create a big splash when characters jump into it. Small waves to form when characters and npcs are swimming in the ocean or swimming pools etc.

VEGETATION and VEGETATION PHYSICS:

I need grass to sway in the wind, tall plants to bend when players push it, trees to break when cars hit it at certain speeds, trees to bend during storms etc. I also need the vegetation to be combustible/flammable when an explosion happens besides it or a n npc/character uses a flamethrower/grenade near or on it.

CARS, CAR PHYSICS, (INCLUDING ALL OTHER TRANSPORT):

This part I think is taken care of by BEAM.NG physics engine but just to add, I also need car paint to come off during accident, cars to dent, raindrops to splash of its surface and all the things that happen in the real world.

CHARACTERS/NPCs, CHARACTER/NPC PHYSICS AND PAGDOLL PHYSICS :

I need charcters and npcs to look as realistic as possible. I do not know if there is ragdoll physics in torque 3d so I hope it is included or if I can just mocap it. Heard that torque 3d supports physX, maybe bullet so if it is not enough, just tell me whether it is possible with programming source code or third party tool.

PART 2:

ENEMY AI:

I need the enemies to act like real world enemies, giving you the fight of a life time. I want them to be able to beat you senseless, giving you injuries or killing. They can lie against you and call police to arrest you, beg for help from passers-by to help them teach you a lesson, can disarm you and use your weapon against you or use materials around them for beating you. They find cover with whatever they can, even other people. They can try to choke you out or strangle you to death.

NPC AI:

I need the npcs to have destinations, have all the abilities the enemies have when you get into a fight with them. Not all npcs will have the ability, some will beg if you aim at them or shoot or scare them, they might run while the brave will fight back but retreat when they realise they are losing the fight or the police is not coming.

POLICE AI:

I need the police to be able to think like real world police unlike gta v where you throw grenades and the police stay there like they are blind. I need them to be smart, track you via gps, be able to shoot you from their car, shoot your tires, throw flash grenades at you or tear gas. When you shoot a cop, a fellow cop comes to help him out, they jump away when throw grenades, or drive away from grenades (sticky or otherwise) when you throw it at them and lots of other stuff.

DESTRUCTIBLE ENVIRONMENT:

This I believe is a must for my game. I need wood to act like wood when something hard hits it or if it is shot by bullets. If it is possible, I need the road to form a small crater when a grenade is thrown on it. I need houses to act like houses when it is hit by a car, a grenade is thrown on it. Poles to fall during storms and when cars hit it. All that stuff.

I NEED TO CREATE:

AN INJURY AND INFECTION SYSTEM:

This is just a system that will control what happens when you get shot, stabbed or badly injured. If you do not die and you do not go to the hospital for a check-up, you get infected and injuries get more deadly once infection kicks in, single shots can kill you. If you don not still treat the infection, you will die after some days.

DROP DOWN WEAPON SELECTION MENU:

I want a drop down weapon selection menu for my game where a player clicks on weapons and it drops down or uses the corresponding key to choose weapons.

DAMAGE SYSTEM:

I want bruises to still be visible after you go to the hospital or have bandages aroubd you depending on the level of injury sustained.

PART 3:

PROBLEMS I HAVE FOUND:

Character Sounds:

From random searching, it seems that torque 3d has problems with character sounds. For instance, I want footstep sounds, car crash sounds, window breaking sounds etc. and it seems torque does not support it. Does torque 3d support sounds or not and in what format.

Lip Synching:

It seems that torque 3d does not support lip synching so is there a way to add lip synching manually or with a separate software.

I KNOW THAT THIS POST IS UBER-LONG, BUT I REALLY NEEDED TO KNOW THIS. I KNOW ABOUT THE "START SMALL FIRST"TALK (TWO FORUMS ALREADY) SO I NEED NOT BE TOLD AGAIN.

I will be adding more to this post.

If you have reached this spot, you are amazing and thank you. Like I said above (aboveeeee!), tell me which is:



1. Is possible out of the box.

2. Is possible by using torque add-ons

3. Requires minor programming

4. Requires serious programming

5. Requires 3rd party tools

6. Is impossible (doubt it).

Really hope torque gives me what I need because I am tired of searching. Cryengine, unity, unreal, esenthel, grit, outerra , blender game engine etc. have several various problems that made me get tired of searching.

Hopefully, I get faster response than I got on crydev.net and the other forum. This game will ba a gta style game (third erson, rpg, adventure, shooter etc.)

(Number of words in this post = 1,271 or so. Amazing!!!)

THANK YOU A MILLION TIMES FOR READING THIS REALLY LONG INQUIRY. BTW, TORQUE 3D SEEMS GREAT.






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#1
10/09/2013 (4:56 pm)
Yes, it is possible.
#2
10/09/2013 (4:57 pm)
Is this your first Project and are you trying to pull this of alone?
#3
10/09/2013 (5:37 pm)
Number 4

[edit] You could do it with 3, but looking at the magnitude I'll expect you'll end up with 4 [/edit]
#4
10/09/2013 (5:39 pm)
Sounds like you've got a ton of work coming up there. T3D supports some of that stuff out of the box, but you'll be doing a good deal of work to get the rest done.
#5
10/09/2013 (6:23 pm)
Sounds like he wants to make a GTA clone...
#6
10/09/2013 (9:06 pm)

  1. 6km x 6km terrain/heightmap/world/map 1
  2. 7km x 7km terrain based on what is above 1
  3. .bvh motion capture file support which I will export from blender into torque 3d. 1, I guess
I WANT REALISTIC LOOKING:

  1. Water and water physics, rain 1 or 4, depending on what you mean by water physics
  2. Vegetation and vegetation physics 1ish
  3. Cars, car physics (including trains, bikes, bicycles, airplanes etc.) 1, 2 or 4 depending on whether you like the default physics. The DRIVE addon is a thing
  4. Characters, charcter physics and ragdoll physics 3-4
  5. NPCs, police 1
I WANT REALISTIC:

  1. Enemy AI 2 or 4 depending on whether you like the UAISK/TAIK
  2. NPC AI 2-3
  3. Police AI 2-4
  4. Destructible environment 4

You definitely have your work cut out for you. On the whole, the whole thing is a 4. Going back and reading your detailed description of each element, some of my 2/3s could be 4s.
#7
10/09/2013 (11:52 pm)
I`m new in gamedev, nevertheless I want say that improoved water physics can be achivied with Triton wave generator. It is not free and doesn`t support Torque 3d from a box, but someone already has handled with it.
http://www.youtube.com/watch?v=ruLdx-PWUOY
http://www.youtube.com/watch?v=zzvcWZ00ZlM

BeamNG has developed imrooved car physics. As far as I know they use Torque 3D
http://www.youtube.com/watch?v=X77cThD4vj8&feature=player_embedded
So maybe you can succeed in negotiation with them
#8
10/10/2013 (1:37 pm)
Thanks everyone.
@Awakened: I've checked out the triton wave generator and it will probably come in handy.

I contacted BeamNG earlier today inquiring if their physics engine will support other physics like destructible environments, ragdoll physics, vegetation physics, water physics etc. and i just got a reply saying it's poosible so that's like 25% of game planning solved.

@Daniel Buckmaster: I know about the USAIK and TAIK and i will be willing to purchase it if i will get the source code because it will provide an AI base for me to work with.

@Duion: A gta clone will be a large open world game with not so good fighting skills for both main characters and npcs, police that are not smart and a police helicopter that chases you at wanted level 5.

@Andy S: Possibly but after my earlier medium sized games (racing).

NOBODY HAS SAID ANYTHING ABOUT "PART 3: PROBLEMS I'VE FOUND SECTION"
#9
10/10/2013 (3:03 pm)
Regarding the sounds: This is no problem, Torque supports this.
Lip synching I think you'd have to implement yourself and I consider it to be not trivial.
In general, the game you are envisioning seems huge...maybe you need to scale down, doing this all alone?
#10
10/10/2013 (3:33 pm)
@Andy S: Lip synching doen't seem easy.
Is this possible since torque supports physX http://www.youtube.com/watch?feature=player_detailpage&v=H4ACKAUU3O0
#11
10/10/2013 (3:43 pm)
You can fake it:
www.garagegames.com/community/resources/view/22204

Instead of using the audio data from the sound device as my resource does, do it from a wavefile that is playing. Use this to affect a texture or movement of an armature to make a mouth move. My example implementation if more geared toward generating a real time texture, but it could be plugged into the animation system. Sound is played in a separate thread so there may be some interesting issues there.

For the sound driving movement you will need a filter of some sort. Use DSP techniques with a low pass. I have done this in hardware before using a 556 timer to drive a servo. My low pass was audio into an amplifier and a capacitor on the end. The capacitor acted as my low pass filter. The servo moved the mouth of a pumpkin for Halloween.
#12
10/10/2013 (4:15 pm)
the realtime water is definatly not possible out of the box. Also other engines like UDK, untity do not support this. The video is a tech demo...maybe in some years time we'll have game with such water ;-).
#13
10/11/2013 (3:28 pm)
Just wondering if i should learn c++ via visual c++ express
#14
10/12/2013 (9:00 pm)
Yep, that's what you'll probably have to use to compile Torque anyway. But learning C++ is independent of the compiler you use to do it.
#15
10/13/2013 (4:44 am)
Just downloaded vc++ express. Is torquescript as hard as c++