Water, sea, waves and ships
by Danduk82 · in Torque 3D Beginner · 11/06/2013 (12:52 pm) · 21 replies
Hello Everybody,
I am one of the programmers of the "PiratesAhoy!" modding community. We are evaluating engines for the development of our historical naval simulation game "Hearts Of Oak, Conquest of the Seas". I wonder if Torque3D is suitable, but I have a couple of major importance questions:
- Is there a way to have realistic sea/waves with the builtin functionalities?
- Is it possible to have wind (and weather in general) modified at runtime (writing our own rules to change it)
- What about buoyancy and waves together?
Does anyone here have already tried Torque3D for this purpose?
Thanks in advance
links to our project:
http://www.piratesahoy.net/threads/hearts-of-oak-news-update.21140/
I am one of the programmers of the "PiratesAhoy!" modding community. We are evaluating engines for the development of our historical naval simulation game "Hearts Of Oak, Conquest of the Seas". I wonder if Torque3D is suitable, but I have a couple of major importance questions:
- Is there a way to have realistic sea/waves with the builtin functionalities?
- Is it possible to have wind (and weather in general) modified at runtime (writing our own rules to change it)
- What about buoyancy and waves together?
Does anyone here have already tried Torque3D for this purpose?
Thanks in advance
links to our project:
http://www.piratesahoy.net/threads/hearts-of-oak-news-update.21140/
About the author
Looking for an Engine for the Game "Hearts Of Oak, Conquest of the Seas" and developing it on free time ;) have a look to: http://www.piratesahoy.net/threads/hearts-of-oak- news-update.21140/
Recent Threads
#2
www.garagegames.com/community/blog/view/15757/2
was created with an older version of Torque by a couple of artists (Not programmers) if memory serves
11/06/2013 (3:42 pm)
check out Buccaneerwww.garagegames.com/community/blog/view/15757/2
was created with an older version of Torque by a couple of artists (Not programmers) if memory serves
#3
11/06/2013 (8:54 pm)
http://sundog-soft.com/sds/2013/10/triton-ocean-water-torque-3d-released/
#4
Triton looks really great, I already saw it when looking for an equivalent solution for Ogre3D, but it is too expensive for the project. The few money we have is used to power up a couple of server (web and ftp).
I will contact the author of Neptun, because we don't need the models, but the waves. I will contact also the guys of Buccanner, which looks also interesting.
Thanks for your links
Cheers
11/07/2013 (12:08 am)
Thanks for your answers,Triton looks really great, I already saw it when looking for an equivalent solution for Ogre3D, but it is too expensive for the project. The few money we have is used to power up a couple of server (web and ftp).
I will contact the author of Neptun, because we don't need the models, but the waves. I will contact also the guys of Buccanner, which looks also interesting.
Thanks for your links
Cheers
#5
Royalty pays or something else?
11/07/2013 (4:58 am)
What is the reason for changing Cryengine 2 for another engine?Royalty pays or something else?
#6
Hi,
In fact we are not "changing" the engine. We are looking for one... Currently our modelers are using the CryEngine v.3.5 SKD (Free) for testing their contents.
Initially we planned to use UDK for this project, but after one year using it, we came to the (hard) decision that it was not suitable for the game we are planning. In particular, UDK uses "fixed" scenes, which are pretty, but you cannot change the weather dynamically, you must use Flash for the GUI contents, and you cannot use very large terrains (possibly with a paging system, and a buffer around camera location).
So now we have decided to evaluate others engines BEFORE getting to this kind of issues again... Our community has merged the effort with Drake's Legacy community, who where using CryEngine for a few years, but they are almost all modelers.
We are only a few programmers but with a great community of modelers (which is often the difficult staff to find). Now one of us is trying to "bend" CryEngine to see if we can use it as we want (weather = ok, maps = +/- ok, still some questions about the vehicle class to make realistic ship behavior).
Because it is a community Volunteer project, I'd like it to be based principally on opensource software. Currently, I am testing Ogre3D graphic engine, and after a couple of month studying it I find it great, but I realize that it will take us ages to have an acceptable game engine, working on it only on free time. So I am opening a bit further the door of opensource engines and now I would like to have a look to Torque3D...
11/07/2013 (7:45 am)
@Awakened:Hi,
In fact we are not "changing" the engine. We are looking for one... Currently our modelers are using the CryEngine v.3.5 SKD (Free) for testing their contents.
Initially we planned to use UDK for this project, but after one year using it, we came to the (hard) decision that it was not suitable for the game we are planning. In particular, UDK uses "fixed" scenes, which are pretty, but you cannot change the weather dynamically, you must use Flash for the GUI contents, and you cannot use very large terrains (possibly with a paging system, and a buffer around camera location).
So now we have decided to evaluate others engines BEFORE getting to this kind of issues again... Our community has merged the effort with Drake's Legacy community, who where using CryEngine for a few years, but they are almost all modelers.
We are only a few programmers but with a great community of modelers (which is often the difficult staff to find). Now one of us is trying to "bend" CryEngine to see if we can use it as we want (weather = ok, maps = +/- ok, still some questions about the vehicle class to make realistic ship behavior).
Because it is a community Volunteer project, I'd like it to be based principally on opensource software. Currently, I am testing Ogre3D graphic engine, and after a couple of month studying it I find it great, but I realize that it will take us ages to have an acceptable game engine, working on it only on free time. So I am opening a bit further the door of opensource engines and now I would like to have a look to Torque3D...
#7
11/07/2013 (9:45 am)
Torque3D is relatively similar to CryEngine. After I build some levels in CryEngine in the past, I had no problems switching to Torque, while other engines like UDK felt kind of complicated to me.
#8
really? well this is very encouraging. (Agree: it is quite painful to get "into" UDK).
11/07/2013 (11:14 am)
@Dunion,really? well this is very encouraging. (Agree: it is quite painful to get "into" UDK).
#9
11/07/2013 (12:34 pm)
@Danduk82 Thank you for your answer! It was very interesting for me to read about your way and experience.I also started with CryEngine 3 free sdk, but after some time I am tired with all its limitation
#10
could you be just a little bit more precise? What limitations did you find (that you do not find in T3D)? I'm very interested, because the tendency of our group is bending in direction of CE3.5, and maybe I could come with a bit more arguments ;)
BTW for what kind of project are you using T3D?
11/07/2013 (12:50 pm)
@Awakened, could you be just a little bit more precise? What limitations did you find (that you do not find in T3D)? I'm very interested, because the tendency of our group is bending in direction of CE3.5, and maybe I could come with a bit more arguments ;)
BTW for what kind of project are you using T3D?
#11
Nevertheless answering your question, I can say that you don`t have access to the source of CE3 free sdk, so if you want to realise new feature it will be done with lua mostly which has limits by its own. some features are just unavaliable, f.e. your vehicle can`t have more then 20 wheels and you can do nothing with this or you can`t switch on terrein changes in case of explosion.
Also I see crashes becouse of some problems with physics and destruction.
We want to make MMOFPS, some blend of Arma, Project Reality plus new ideas.
Here are some screenshots in CE3:
http://www.pixshock.net/pic_b/e56bf8cb16f31a590b87154b8d747df2.jpg
http://www.pixshock.net/pic_b/d55a29650036547ca52be8a4c5ef916b.jpg
http://www.pixshock.net/pic_b/284b3b4d1e23b5308dd94a3b532013d1.jpg
http://www.pixshock.net/pic_b/cad5bff6dce565f869033a5fd9dd90e2.jpg
http://www.pixshock.net/pic_b/ea32b89ba1c0d4e949b5823d04f85968.jpg
http://www.pixshock.net/pic_b/db74ee14db1fcf0be8ba12672b8cb207.jpg
http://www.pixshock.net/pic_b/f2e9cacc19a5a8a70f8a40e3b6874bda.jpg
http://www.pixshock.net/pic_b/e7f950a8de20e20f15402b63abcc9880.jpg
http://www.pixshock.net/pic_b/cd5d466395605f5bc600c6163f00c46c.jpg
Here are some screenshots in Torque 3d:
http://i57.fastpic.ru/big/2013/0908/d9/29059d8a897f7393fc9fef05706c28d9.jpg
http://www.meduzo.ru/pics/dc58b097379db9aca8b386e3cc3cda80.jpg
http://i60.fastpic.ru/big/2013/0922/13/2c3c7bef75e3169ef00e0373f1f2e313.jpg
Now I try to succed with layers and materials
http://i59.fastpic.ru/big/2013/1020/92/bb0a11ab2dabe4792ecd7b5c981f1592.png
11/07/2013 (11:38 pm)
First of all, I want to say that I`m not a pro, I`m just a newcomer and only area I know about (more or less) is level design. So my words don`t have a weight.Nevertheless answering your question, I can say that you don`t have access to the source of CE3 free sdk, so if you want to realise new feature it will be done with lua mostly which has limits by its own. some features are just unavaliable, f.e. your vehicle can`t have more then 20 wheels and you can do nothing with this or you can`t switch on terrein changes in case of explosion.
Also I see crashes becouse of some problems with physics and destruction.
We want to make MMOFPS, some blend of Arma, Project Reality plus new ideas.
Here are some screenshots in CE3:
http://www.pixshock.net/pic_b/e56bf8cb16f31a590b87154b8d747df2.jpg
http://www.pixshock.net/pic_b/d55a29650036547ca52be8a4c5ef916b.jpg
http://www.pixshock.net/pic_b/284b3b4d1e23b5308dd94a3b532013d1.jpg
http://www.pixshock.net/pic_b/cad5bff6dce565f869033a5fd9dd90e2.jpg
http://www.pixshock.net/pic_b/ea32b89ba1c0d4e949b5823d04f85968.jpg
http://www.pixshock.net/pic_b/db74ee14db1fcf0be8ba12672b8cb207.jpg
http://www.pixshock.net/pic_b/f2e9cacc19a5a8a70f8a40e3b6874bda.jpg
http://www.pixshock.net/pic_b/e7f950a8de20e20f15402b63abcc9880.jpg
http://www.pixshock.net/pic_b/cd5d466395605f5bc600c6163f00c46c.jpg
Here are some screenshots in Torque 3d:
http://i57.fastpic.ru/big/2013/0908/d9/29059d8a897f7393fc9fef05706c28d9.jpg
http://www.meduzo.ru/pics/dc58b097379db9aca8b386e3cc3cda80.jpg
http://i60.fastpic.ru/big/2013/0922/13/2c3c7bef75e3169ef00e0373f1f2e313.jpg
Now I try to succed with layers and materials
http://i59.fastpic.ru/big/2013/1020/92/bb0a11ab2dabe4792ecd7b5c981f1592.png
#12
11/08/2013 (6:36 am)
You need to increase the resolution of the basetexture.
#14
11/10/2013 (6:19 pm)
Ok, you're right, it is limited to that somehow, but heightmaps can be 4096.
#15
As far as I know the size of heightmap is limited up to 2048
11/13/2013 (6:00 am)
I`m not sure about it...As far as I know the size of heightmap is limited up to 2048
#16
on this link is a lot of open source for river cloud terrain etc with good real time rendering engine. Im not a c++ programmer my strong site is Modeling and Texture I do some program but for Engineering App in VB .net that is all trying now to learn c++ to jump into this wonderful game engine T3D
01/05/2014 (11:31 am)
Ok here is a very good Ocean c++ open source code that may work with T3Don this link is a lot of open source for river cloud terrain etc with good real time rendering engine. Im not a c++ programmer my strong site is Modeling and Texture I do some program but for Engineering App in VB .net that is all trying now to learn c++ to jump into this wonderful game engine T3D
#17
Hi, thanks for your answer. Sorry, but I guess the reference link is missing on your post. What is the web site?
Cheers
01/07/2014 (12:25 am)
@Ramon:Hi, thanks for your answer. Sorry, but I guess the reference link is missing on your post. What is the web site?
Cheers
#18
01/12/2014 (4:16 pm)
Sorry for the delay on reply back , here is the link by the way click also at the top where it said Home ther you will see a lot implementation on other routine that it may work very well with T3D Im on a learn process now with Torque i will take me sometime to be capable to incorporate custom code but hope i will sometime love this engine i been looking around and play with other one but this one for some reason it keep bringing me back :-) http://vterrain.org/Water/
#19
01/12/2014 (4:23 pm)
More link for good ocean / water https://code.google.com/p/osgocean/http://fileadmin.cs.lth.se/graphics/theses/projects/projgrid/http://proland.inrialpes.fr/oceans.htmlhttp://www.typhoon3d.com/media/screenshots/water.jpghttp://www.rug.nl/science-and-society/centre-for-information-technology/research/hpcv/publications/watershader/
#20
Difficult to find how to integrate it in an already built engine, but really interesting.
Thanks mate ;)
01/12/2014 (5:02 pm)
Wow, thanks for those links. I particularly like the Proland engine developed by the french INRIA institute. I already knew their meshing tools, but not this one. Difficult to find how to integrate it in an already built engine, but really interesting.
Thanks mate ;)
J0linar
Regarding your questions
T3D has a wide range of options
realistic sea/waves is possible
but it would involve some scripting and even a couple engine changes
2 - Wind and Weather alogn with time of day is built into engine
and can be changed at runtime and defined by scripts/ triggers
i would suggest takign a look at DFasels
www.garagegames.com/community/blogs/view/22215
neptun Pack for T3D MIT
it costs but it would give you what you would need to start things
anyways gl with your Project guys,
it looks interesting