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/
#242
@Luis - Tell you what. If some T3D users make measurable contributions to aiding a Torque 2D 3.0 release, I will make equal contributions to T3D afterwards. I'll vet pull requests, write docs, add a new feature, or whatever. This is still a single community, albeit with different dimension tastes.
Link here www.garagegames.com/community/blogs/view/22563/1#comment-195711
It's rather confusing what GG has in mind for T3D.
01/24/2014 (3:08 pm)
Interesting comment from Michael Perry the other day:@Luis - Tell you what. If some T3D users make measurable contributions to aiding a Torque 2D 3.0 release, I will make equal contributions to T3D afterwards. I'll vet pull requests, write docs, add a new feature, or whatever. This is still a single community, albeit with different dimension tastes.
Link here www.garagegames.com/community/blogs/view/22563/1#comment-195711
It's rather confusing what GG has in mind for T3D.
#243
01/24/2014 (3:12 pm)
They had in mind handing the Engine over to the community, since they are no longer in the engine business and since this did not work yet, we tried to take it on.
#244
01/24/2014 (3:17 pm)
It would be nice if they just made up their mind one way or the other. By all means it appears T3D is dead, no more repo updates etc. Than on the other hand you see comments from Michael like above.
#245
01/24/2014 (3:21 pm)
No no, it's made up. T3D is open-source now. It belongs to the users. Has been since it went MIT. The SC has been put on indefinite hold, so the only difference now is that we have to self-organise a bit more. Whatever the heck GG does with the engine in the future doesn't have to be our concern. If they pick it up and start developing it again, well, we can merge in changes (or not, as desired). If they don't, well, it's up to us to find talented developers who want to contribute time to the engine.
#246
01/24/2014 (3:25 pm)
It shouldn't be confusing - here is another quote from Mich from his 5 year anniversary blog:Quote:As with my previous answer, this can go in so many different directions. My core work hours belong to GarageGames. Outside of that, nothing really stops me from contributing to Torque. That goes for every person inside and outside of GarageGames. You should not be surprised if current, former, and future employees of GG contributes to the Torque engines. It's purely voluntary/goodwill, just like everyone else in the community.
#247
That being said. We've discussed (and prepped) a git repo with a potentially similar setup if that's the way folks wish to go since there semeed to be some confusion regarding the sourceforge one. (Currently still knee deep in folding the opengl work into the present commercial project, so ya'll folks have time to mull it over. Edit: not that it'd really take any effort at all to pull from the one repo and push to the other, but likely best to KISS.)
01/24/2014 (3:26 pm)
An employee showing interest in perhaps taking some free time != The company as a whole doing so formally.That being said. We've discussed (and prepped) a git repo with a potentially similar setup if that's the way folks wish to go since there semeed to be some confusion regarding the sourceforge one. (Currently still knee deep in folding the opengl work into the present commercial project, so ya'll folks have time to mull it over. Edit: not that it'd really take any effort at all to pull from the one repo and push to the other, but likely best to KISS.)
#248
Yeah but it appears no one from GG is really doing anything with the repository, there have been heaps of pull requests and these seem to be pretty much ignored. So how does the community contribute to T3D?
Personally i am not a fan of forking large software projects like this but i can certainly see why GREED was created because it appears the only way any changes/enhancements will actually be implemented.
01/24/2014 (3:35 pm)
@Mike:Yeah but it appears no one from GG is really doing anything with the repository, there have been heaps of pull requests and these seem to be pretty much ignored. So how does the community contribute to T3D?
Personally i am not a fan of forking large software projects like this but i can certainly see why GREED was created because it appears the only way any changes/enhancements will actually be implemented.
#249
If you are not testing and commenting on the pull requests, you can't really put anything back on GG. That was the entire point of my most recent blog. If people want Torque 2D 3.0, editors, and all kinds of goodies, they need to put in. Mike and I do not have the bandwidth to do it all ourselves. If no one else chips in, nothing gets done.
01/24/2014 (4:11 pm)
@Timmy - Mike found the perfect quote. Anything Torque related I post about is a labor of love, goodwill, using my spare time, and outside of the GG company. If T3D users help out T2D, I'm assuming they are using their spare time to do so. In return, I will use what little spare time I have left to help out with some T3D work. I do this representing myself, not GarageGames.Quote:there have been heaps of pull requests and these seem to be pretty much ignored. So how does the community contribute to T3D?Ok, let me turn this back on you and everyone else. How many of you have reviewed and tested every pull request? You realize that the only thing that differentiates myself and Dave from everyone else is having "keys to the house." We are essentially gatekeepers for the official repo, making sure pull requests contain stable and functioning code. What you should realize is that the people holding those keys have to check things in their spare time. People who have fulltime jobs, families, and so on.
If you are not testing and commenting on the pull requests, you can't really put anything back on GG. That was the entire point of my most recent blog. If people want Torque 2D 3.0, editors, and all kinds of goodies, they need to put in. Mike and I do not have the bandwidth to do it all ourselves. If no one else chips in, nothing gets done.
#250
Thanks for clearing that up,i am fairly new around here and had no idea it worked like that.
Reading the wiki page on the git hub page i see this
With the SC on hold what implications does this have for the GIT repository?
01/24/2014 (5:26 pm)
@Michael:Thanks for clearing that up,i am fairly new around here and had no idea it worked like that.
Reading the wiki page on the git hub page i see this
Quote:The development branch is where all work is done prior to it being moved to the master branch as determined by the Steering Committee
With the SC on hold what implications does this have for the GIT repository?
#252
GREED guys: Does that post above from dave change anything for you guys? It would be a real shame to see the community get split in half so to speak and see multiple forks of the same software, surely more would get accomplished if everyone is batting on the same team?
01/24/2014 (5:47 pm)
Thanks Michael.GREED guys: Does that post above from dave change anything for you guys? It would be a real shame to see the community get split in half so to speak and see multiple forks of the same software, surely more would get accomplished if everyone is batting on the same team?
#253
01/24/2014 (6:24 pm)
There are already many forks of the same software and the main repository is not good for experimenting, since it needs to sustain integrity.
#254
Genre specific is genre specific, and shouldn't end up in the main repo. General utilities cooked up in the process on the other hand...
Likewise, no way in heck should anything WIP go in the main repo. Ever.
Once it's been beaten around a bit (preferably by folks with an active interest in that area) though...
An alternate focus is not a split, by a long shot.
If it helps, think about it more like a consolidated resources section without the 404s.
01/24/2014 (6:26 pm)
@Timmy: not really.Genre specific is genre specific, and shouldn't end up in the main repo. General utilities cooked up in the process on the other hand...
Likewise, no way in heck should anything WIP go in the main repo. Ever.
Once it's been beaten around a bit (preferably by folks with an active interest in that area) though...
An alternate focus is not a split, by a long shot.
If it helps, think about it more like a consolidated resources section without the 404s.
#255
Oh yeah i didn't mean that by forking, usually you would create your own local fork and develop on that before sending a pull request to the development branch (never the main branch). What i meant was large scale forking like GREED and continuing a completely separate product.
01/24/2014 (6:41 pm)
@Duion:Oh yeah i didn't mean that by forking, usually you would create your own local fork and develop on that before sending a pull request to the development branch (never the main branch). What i meant was large scale forking like GREED and continuing a completely separate product.
#256
On the other hand, of course, there is definitely a need for a 'main' repository in some sense, to direct people to if they want to actually start using the engine. But it can be whichever repository we as a community choose. Or, like Linux, it might end up being whichever repository people just like the most and gets the most work put into it.
I'm writing this not because I want to push people away from the GG repository*. There just seems to be a bit of hand-wringing about the SC and the official repo. I'm here to say that 'official' is just a stamp by a company that is no longer supporting this technology directly**. It's really up to us what it means.
*I do, but that's not because I think we don't need a main repo. I want to migrate away from it because it's 850MB, which is far too weighty, and because I don't like its structure (duplication of template scripts, mainly). I don't want to have this discussion here, I just thought I should mention it.
**Obviously they're providing a great deal of support, not least by continuing to hose these forums! I just meant they are no longer actively leading development
EDIT:
01/24/2014 (7:53 pm)
Also there seems to be some confusion due to people being new to git. Pull requests aren't confined to GG's repository, nor are they confined to any one repository. If you see a pull request you like and want to use, you can pull it into your own fork even if the main repository is completely stagnant. There is technically no need for a main repository for development to continue and thrive.On the other hand, of course, there is definitely a need for a 'main' repository in some sense, to direct people to if they want to actually start using the engine. But it can be whichever repository we as a community choose. Or, like Linux, it might end up being whichever repository people just like the most and gets the most work put into it.
I'm writing this not because I want to push people away from the GG repository*. There just seems to be a bit of hand-wringing about the SC and the official repo. I'm here to say that 'official' is just a stamp by a company that is no longer supporting this technology directly**. It's really up to us what it means.
*I do, but that's not because I think we don't need a main repo. I want to migrate away from it because it's 850MB, which is far too weighty, and because I don't like its structure (duplication of template scripts, mainly). I don't want to have this discussion here, I just thought I should mention it.
**Obviously they're providing a great deal of support, not least by continuing to hose these forums! I just meant they are no longer actively leading development
EDIT:
Quote:How many of you have reviewed and tested every pull request?QFT. It's tough curating a project of this scale; it's tough even with a much smaller project.
#257
Yeah the 850mb is a bit much, personally the first thing i did for my local repo was strip out all the templates. For the official repo the templates really should be a separate download or repo.
01/24/2014 (9:30 pm)
@DanielYeah the 850mb is a bit much, personally the first thing i did for my local repo was strip out all the templates. For the official repo the templates really should be a separate download or repo.
#258
Does bring up a point about the new baseline: We want to cut the templates on down to either empty or full?
01/24/2014 (10:23 pm)
@Daniel: you lurking in irc? We were *just* discussing setting up a separate asset git repo to cut down on that kind of thing yesterday.Does bring up a point about the new baseline: We want to cut the templates on down to either empty or full?
#259
Kind of like I was doing when I was playing with Torque 2D. Those weird-looking folders are links to external repos that I use in the game, but are developed separately.
01/24/2014 (10:37 pm)
Haha no, I've been thinking this ever since I cloned the first release :P. I want to cut the templates down to something more like t3d-bones, actually, and create a standard modular system so that people can just add ones from wherever. My ideal model would be that someone could develop a module (or a set of modules) as an individual github repo, and I could include it in my project by just cloning it to the right location, or even including it as a submodule. Same with C++ additions.Kind of like I was doing when I was playing with Torque 2D. Those weird-looking folders are links to external repos that I use in the game, but are developed separately.
#260
Perhaps something like a barebones + plugin system could leverage something along those lines for initializing pop-in subsystems and the like?
02/01/2014 (11:54 pm)
Well, while the core structure still seems to be a bit under debate, might as well note:function loadMaterials()
{
// Load any materials files for which we only have DSOs.
for( %file = findFirstFile( "*/materials.cs.dso" );
%file !$= "";
%file = findNextFile( "*/materials.cs.dso" ))
{
// Only execute, if we don't have the source file.
%csFileName = getSubStr( %file, 0, strlen( %file ) - 4 );
if( !isFile( %csFileName ) )
exec( %csFileName );
}Perhaps something like a barebones + plugin system could leverage something along those lines for initializing pop-in subsystems and the like?
Azaezel
Ideally, that setup should allow the population at large to create their own working groups on the larger issues. Revising physics, as has been mentioned several times as wanted, or giving Luis a hand with the openGL port if he requests it, or pooling resources on AI utilities, ect. ect.