Torque 3D MIT: Codename GREED - FPS Engine
by J0linar · in Torque 3D Professional · 12/01/2013 (11:59 am) · 281 replies
This is a direct result from
www.garagegames.com/community/blogs/view/22497
Evryone who wishes to participate
can voice her/his oppinions
wishes and ideas
The Current Plan is as following
Torque3D MIT 3.5 will be used to develope a modern FPS oriented Engine
- Codename GREED
the following resources
will be integrated into GREED - credit will be given to the these guys
World Editor GUI - Theme by Nils Eikelenboom
www.garagegames.com/community/forums/viewthread/135730/5#comment-852532

The following resources are by Steve Acaster
The following Resoucres are subject to change
depending if there is no better solution
Shaders:
In Consideration:
Awaiting more community input
Gameplay Specific:
The following will be used in the Construct Demonstration and is ment to be a base for
the users of the engine.
Save/Load - by Azaezel
Discussion sourceforge.net/p/greedtech/discussion/general/thread/22daf46f/
OnRail FPS Shooter - by J0linar
Discussion sourceforge.net/p/greedtech/discussion/general/thread/34986da3/
Note:
The feature list is subject to changes
if there is concern about one or more features and their usability.
Plz voice your oppinion and give feedback/ suggestions.
On a sidenote, this Engine will remain OpenSrc, it will be still MIT
but it wont reflect Torque3Ds image as the goal is to create something that enables the end user
to create a modern FPS Game with ease (at least when it comes to the Engine).
www.garagegames.com/community/blogs/view/22497
Evryone who wishes to participate
can voice her/his oppinions
wishes and ideas
The Current Plan is as following
Torque3D MIT 3.5 will be used to develope a modern FPS oriented Engine
- Codename GREED
the following resources
will be integrated into GREED - credit will be given to the these guys
*Verve by Phillip O`Shea - Violent Tulip https://github.com/antesim/verve - will need to be ported to work with the latest t3D MIT Version *GMK by LogicKing *HitBoxes by Davide Archetti *Weapon Sway by Bryce *Breathing by F.W. Hardijzer & Donnie Hutson Jr *Mount images on images by Daniel Buckmaster *Over-Shoulder Camera by Kenan Chabuk & Kory Imaginism *GUIs Rendered on an object: guiDynamicTexture by Tom Spilman, Dave Young & Lethal Concept *Minimap by Thomas Fluff Harris WIP (Orthographical Projection via Render to Texture) *Computational Fluid Dynamics: MetaBlobs by Jack Stone [License: BSD]
World Editor GUI - Theme by Nils Eikelenboom
www.garagegames.com/community/forums/viewthread/135730/5#comment-852532
Nils Eikelenboom is going to update his Theme for Greed/Torque 3D 3.5 *ETA 2014/02 *Note: Theme Colors will be Red/Black

The following resources are by Steve Acaster
*HalfLife2 Style Weapon Selection for T3D *Simple Faking Melee with Raycasts *Randomized Artillery Bombardment *CoD Style MineField Triggers *Ai Poses Reduxed
The following Resoucres are subject to change
depending if there is no better solution
These are by Marcus L from the MXG Weapon Mod Resource Series *Decals Depending on Material *Explosion and SFX Depending on Material *Structure and Armor Piercing Projectiles *Advanced Crosshair
Shaders:
Filmgrain PostFx - WIP by Thomas Fluff Harris Heathaze PostFx - WIP by Thomas Fluff Harris DirtLens PostFx - WIP by Thomas Fluff Harris Bokeh PostFx - WIP by Thomas Fluff Harris DoF PostFx - WIP Updated Depth of Field Shader by Thomas Fluff Harris Vignette PostFx - by j0linar based on Andy J.Edmonds - postFx library Resource MotionTrail - WIP by Thomas Fluff Harris, for Melee based weapons such as sowrds Silhouette PostFx - by konrad Kiss & smally (Do Note the Silhouette selection will be mainly for items and defined props that the player can use/ take)
In Consideration:
Awaiting more community input
*Advanced Player Stuff by Daniel Buckmeister -Charge-up jumping -Leg springs used to provide force -Freedom of Movement -Mantling -Tic-Tac (Walljumping) *64bit - by Yuri Dobronravin - LogicKing & Andrey Syrokomskiy http://www.garagegames.com/community/forums/viewthread/134868 (Will need some reworking as the 64bit patch is not a complete solution) *PhysX - Apex Destruction RnD by Thomas Fluff Harris & J0linar
Gameplay Specific:
The following will be used in the Construct Demonstration and is ment to be a base for
the users of the engine.
Save/Load - by Azaezel
Discussion sourceforge.net/p/greedtech/discussion/general/thread/22daf46f/
OnRail FPS Shooter - by J0linar
Discussion sourceforge.net/p/greedtech/discussion/general/thread/34986da3/
Note:
The feature list is subject to changes
if there is concern about one or more features and their usability.
Plz voice your oppinion and give feedback/ suggestions.
On a sidenote, this Engine will remain OpenSrc, it will be still MIT
but it wont reflect Torque3Ds image as the goal is to create something that enables the end user
to create a modern FPS Game with ease (at least when it comes to the Engine).
About the author
http://j0linar.blogspot.co.at/
#2
Ron
12/01/2013 (12:44 pm)
I was just about to post a similar post. Should probably make it a blog though (easier to track).Ron
#3
ye ron i was thinking about collecting enough intel and a basic idea of whats to come and how much interest ther is before starting a real blog.
Anyways all the stuff mentioned by me would be avaliable around xmas, maybe even sooner.
However input/ ideas - you name it
that is what am after and ofc some ppl who want to work on it aswell.
and @Ron
i would be interested what you would like to see and/ or throw in the mix?
or what you dislike
12/01/2013 (12:55 pm)
thanks guys,ye ron i was thinking about collecting enough intel and a basic idea of whats to come and how much interest ther is before starting a real blog.
Anyways all the stuff mentioned by me would be avaliable around xmas, maybe even sooner.
However input/ ideas - you name it
that is what am after and ofc some ppl who want to work on it aswell.
and @Ron
i would be interested what you would like to see and/ or throw in the mix?
or what you dislike
#4
1. GMK (only parts of it though.... I can explain more later)
2. PhysX and Bullet
3. I would also recommend, since we are doing this thing, adding Third Person stuff as well since the two genres are basically only separated by the camera angle.(usually).
4. There are a TON of older resources from Steve Acaster that should be added as well.
Of course we can go into more detail once we get rolling.
Ron
12/01/2013 (1:51 pm)
Looks good so far, though I would add to the initial build:1. GMK (only parts of it though.... I can explain more later)
2. PhysX and Bullet
3. I would also recommend, since we are doing this thing, adding Third Person stuff as well since the two genres are basically only separated by the camera angle.(usually).
4. There are a TON of older resources from Steve Acaster that should be added as well.
Of course we can go into more detail once we get rolling.
Ron
#5
as its actually one of the most used Camera Styles when it comes to TPS.
Look at Resident Evil or Gears of War... there are plenty
And yes i tested it, its pretty neat once configured properly.
Regarding GMK - I would like to hear what parts you dislike.
i guess the physics part, right?
recently i attempted to break the Cutscene Camera loose but when i realized that there is much more to consider and at the end the stuff that needs attention is actually in the tools folder.
The ties of the Camera itself are not that strong.
physx/bullet - the physx part might take some time, have no experience with it but maybe one of you?
12/01/2013 (2:06 pm)
indeed i was thinking about adding the Overshoulder Cam as ThirdPersonas its actually one of the most used Camera Styles when it comes to TPS.
Look at Resident Evil or Gears of War... there are plenty
And yes i tested it, its pretty neat once configured properly.
Regarding GMK - I would like to hear what parts you dislike.
i guess the physics part, right?
recently i attempted to break the Cutscene Camera loose but when i realized that there is much more to consider and at the end the stuff that needs attention is actually in the tools folder.
The ties of the Camera itself are not that strong.
physx/bullet - the physx part might take some time, have no experience with it but maybe one of you?
#6
12/01/2013 (3:26 pm)
Explosion and SFX Depending on Material will be easy to implement
#7
With any luck, I'll start working on porting my advanced Player stuff to T3D and see if there's anything you guys want in there.
12/01/2013 (3:37 pm)
Cover system? It is fairly game-specific though, I guess.With any luck, I'll start working on porting my advanced Player stuff to T3D and see if there's anything you guys want in there.
#8
@DB
a Cover system well that would be a great thing
and as the purpose of that whole GREED thing is to be... just to be a FPS Engine - it would clearly fit.
So i guess am speaking for all, we look forward to your port of the advanced Player stuff.
@Thomas
this might not be wise to ask but am not known for being wise
- How much interest would you have to join the cause?
What we clearly lack is someone with a better understanding of Shaders
and by now you propably know what we all are actually after
are things like
a DirtLens Shader
RTT functionality for Scopes/ cameras and sorts
anyways thanks for the interest and hey asking doesnt hurt right?! ;)
12/01/2013 (4:00 pm)
Thats the spirit,@DB
a Cover system well that would be a great thing
and as the purpose of that whole GREED thing is to be... just to be a FPS Engine - it would clearly fit.
So i guess am speaking for all, we look forward to your port of the advanced Player stuff.
@Thomas
this might not be wise to ask but am not known for being wise
- How much interest would you have to join the cause?
What we clearly lack is someone with a better understanding of Shaders
and by now you propably know what we all are actually after
are things like
a DirtLens Shader
RTT functionality for Scopes/ cameras and sorts
anyways thanks for the interest and hey asking doesnt hurt right?! ;)
#9
12/01/2013 (4:45 pm)
I will participate in this, but at the moment have nothing to contribute engine wise, since I have not much programming skills, but could help out with art if needed.
#10
12/01/2013 (4:52 pm)
Ok i got projectile sounds for each material working i will work on DirtyLensShader.
#11
thanks for your offer, am sure we will have somethin todo for you aswell
@Thomas sounds great and thanks for jumpin in
regarding dirtlens if i can assist
i have created a couple of textures that could be used
just tell me what format and specs.
I do get that the whole construct is looking atm pretty bold but the substance will come within time.
The next step will be a official Community Github repo,
do note that we wont go the way that the steering commitee used.
@Ron
we will have to sit down and to discuss what the best approch would be.
12/01/2013 (5:01 pm)
@duionthanks for your offer, am sure we will have somethin todo for you aswell
@Thomas sounds great and thanks for jumpin in
regarding dirtlens if i can assist
i have created a couple of textures that could be used
just tell me what format and specs.
I do get that the whole construct is looking atm pretty bold but the substance will come within time.
The next step will be a official Community Github repo,
do note that we wont go the way that the steering commitee used.
@Ron
we will have to sit down and to discuss what the best approch would be.
#12
_________________________________________
Gonna change it so each material can have an explosion effect and an ordinary bullet hit effect also material specific decals
12/01/2013 (5:32 pm)
got explosions sorted too_________________________________________
Gonna change it so each material can have an explosion effect and an ordinary bullet hit effect also material specific decals
#13
Also an option to allow freelook in first person as well.
I would personally like to use the full model in first person so I can look down at my body and be able to look around without the body moving with me so looking and movement isn't linked to move where you look.
This is really something that would be handy for the rift but also if you were using a gamepad where one controls looking other controls movement.
Also this is more a wish item I know it would probably be more trouble than it's worth but being able to have no GUI on screen and having the bullets and health on the models arm like say a PDA screen on there so you have to look down at your arm to see health or bullet supplies left
12/01/2013 (6:09 pm)
Can I throw in support for the rift? (It's already in 3.5 but the GUI would have to be changed to support traditional HUD etc)Also an option to allow freelook in first person as well.
I would personally like to use the full model in first person so I can look down at my body and be able to look around without the body moving with me so looking and movement isn't linked to move where you look.
This is really something that would be handy for the rift but also if you were using a gamepad where one controls looking other controls movement.
Also this is more a wish item I know it would probably be more trouble than it's worth but being able to have no GUI on screen and having the bullets and health on the models arm like say a PDA screen on there so you have to look down at your arm to see health or bullet supplies left
#15
T3D could probably do better.
12/01/2013 (6:47 pm)
I rigged up per-material explosions/particles in TGE 1.5.2. Problem was you want particles to be dependent on the projectile, not just the material. Like, a bullet hitting snow versus an artillery piece hitting snow, or a grenade. I think what I ended up doing was specifying a small list of particle effects per projectile datablock for different material types (hard, soft, etc) then letting the material specify the colour.T3D could probably do better.
#16
12/01/2013 (7:02 pm)
What im gonna set up is a bool in the projectile to say whether it is explosive or not and then the material loads up a different particle datablock depending on true or false, this is also gonna be the case for decals
#17
12/01/2013 (7:05 pm)
this should also be the way its set up for tire emmitters and foot puffs, if u run through grass grass should kick up, if u run through sand sand should kick up
#18
and might just be better.
@DB
ic the concern - the thing is that this will need field testing and
am sure we will be able to expand it.
@NiN-NiN
Rift Updates are always welcome
thanks.
FreeLook
Rendering Guis on Models/ Guis rendered on objects -
www.garagegames.com/community/resources/view/10899
Note that it needs a much better understanding of the T3D codebase.
However it is already possible by implementing 1/2 resources
I know that Robert Fritzen is working on a implementation of this.
@Robert Fritzen
if you should read this, care to share your progress on this?
12/01/2013 (8:15 pm)
Quote:..can have an explosion effect and an ordinary bullet hit effect ..sounds great @Thomas
and might just be better.
@DB
ic the concern - the thing is that this will need field testing and
am sure we will be able to expand it.
@NiN-NiN
Rift Updates are always welcome
thanks.
FreeLook
Quote:This is something that might come later, as its not directly about the Engine itself. However am sure it wont hurt us to include this in the roadmap as a selectable option. The thing is that we will need a replacement model aswell so it might just take its time but yes
first person so I can look down at my body
Rendering Guis on Models/ Guis rendered on objects -
www.garagegames.com/community/resources/view/10899
Note that it needs a much better understanding of the T3D codebase.
However it is already possible by implementing 1/2 resources
I know that Robert Fritzen is working on a implementation of this.
@Robert Fritzen
if you should read this, care to share your progress on this?
#19
As we stand at the moment, we're using some very old tech, and although it may have some great potential, it's lacking in quite a few areas, specifically performance related to where other engines can easily out-do T3D. We need to fix the performance problems in the engine first, and then look into upgrading to DX10/DX11 or providing a modern OpenGL pipe to the engine.
Lastly, we need to kill the 32 bit problem, and I mean that from an internal perspective. If you fix those three key points then T3D should have no problem fitting into the "modern" engine category.
12/01/2013 (8:15 pm)
I think the main part of getting a "modern" FPS engine is actually revamping the engine itself to be modern.As we stand at the moment, we're using some very old tech, and although it may have some great potential, it's lacking in quite a few areas, specifically performance related to where other engines can easily out-do T3D. We need to fix the performance problems in the engine first, and then look into upgrading to DX10/DX11 or providing a modern OpenGL pipe to the engine.
Lastly, we need to kill the 32 bit problem, and I mean that from an internal perspective. If you fix those three key points then T3D should have no problem fitting into the "modern" engine category.
#20
12/01/2013 (8:33 pm)
im currently working on that but i wanna get some rudimentary things out of the way first, as for ammo on body parts and stuff i once did an ammo counter on a gun worked out quite well, simply an animated texture that each frame represented an ammo amount. Or the other way is a texture font. U can have multiple textures on a model in torque already.
Benjamin Stanley