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/
#22
12/01/2013 (9:01 pm)
I will have a read through that 2moro getting late here in britain, is there any other shaders yas wanna add to the list? I've got the code zipped up for material specific sounds but I wanna add more code to it to finish off more features. These features at the mo are per material, might be a better idea having material classes implemented.
#23
Bokeh would be something but am not sure that this is even possible with dx9?
is it oO
anyways Bokeh would complete the visual style of the Engine.
I found this
mynameismjp.wordpress.com/2011/04/19/bokeh-ii-the-sequel/
We do have a somewhat broken DoF in T3D but it might be a way to expand on it - regarding Bokeh.
12/01/2013 (9:08 pm)
late well i have to jump in the bath and run to work so much to late ;)Bokeh would be something but am not sure that this is even possible with dx9?
is it oO
anyways Bokeh would complete the visual style of the Engine.
I found this
mynameismjp.wordpress.com/2011/04/19/bokeh-ii-the-sequel/
We do have a somewhat broken DoF in T3D but it might be a way to expand on it - regarding Bokeh.
#24
12/01/2013 (9:17 pm)
Ill try and see if I can make a better DOF shader, the one that comes with torque is pretty basic, I would think Bokeh is possible. Altho I've never tried it.
#25
Night Vision
Upgrade and Unlock system
Weapon mods/skins
Capture the flag
Teams
Cappable Spawn points
12/02/2013 (2:06 am)
Thought of a few more features to add :-Night Vision
Upgrade and Unlock system
Weapon mods/skins
Capture the flag
Teams
Cappable Spawn points
#26
12/02/2013 (2:09 am)
And if ur goin 3rd person or even having a kill cam, adding physical properties to cameras would be a good idea, so it dosnt fly through things, attaching a physics collision sphere is usually best
#27
This basically checks to see if the object the projectile hits is on the same or lower physics layer as the projectile, if true the projectile goes through it. Not the best implementation for penetrating rounds tho, probably best to do some on entry and on exit functions to cast a ray at the other side of the mesh to were the bullet enters. This would then allow on entry and on exit particle effects and decals
12/02/2013 (4:09 am)
Added a new feature to projectiles and objects, PhysicsLayer.This basically checks to see if the object the projectile hits is on the same or lower physics layer as the projectile, if true the projectile goes through it. Not the best implementation for penetrating rounds tho, probably best to do some on entry and on exit functions to cast a ray at the other side of the mesh to were the bullet enters. This would then allow on entry and on exit particle effects and decals
#28
12/02/2013 (8:10 am)
Added code to shapeImage.cpp to look for nodes for mounting weapon attachments
#29
thats only because i purchased the HLSL Cookbook
and when i look at the dx9 implementation of T3D i cant really see where one could start with Bokeh (if you wish we can discuss this further via skype: miodrag-sejic)
However am not really sure that Bokeh can be done for dx9,
anyways i like the idea of a PhysicsLayer
might just need actual field testing but the idea is good.
and it could be expanded. The idea with the cam - might just be best if the behaviour could be defined by script.
Giving the user the option to either use a killcam or a physical collision sphere.
btw how familiar are you with git(hub)?
12/02/2013 (12:41 pm)
regarding Bokeh, i got teh hlsl shader code for dx11 - thats only because i purchased the HLSL Cookbook
and when i look at the dx9 implementation of T3D i cant really see where one could start with Bokeh (if you wish we can discuss this further via skype: miodrag-sejic)
However am not really sure that Bokeh can be done for dx9,
anyways i like the idea of a PhysicsLayer
might just need actual field testing but the idea is good.
and it could be expanded. The idea with the cam - might just be best if the behaviour could be defined by script.
Giving the user the option to either use a killcam or a physical collision sphere.
Quote:Thomas you got those already implemented?
Thought of a few more features to add :-
Night Vision
Upgrade and Unlock system
Weapon mods/skins
Capture the flag
Teams
Cappable Spawn points
btw how familiar are you with git(hub)?
#30
12/02/2013 (1:12 pm)
Out of curiosity, have any of you considered creating something like source engine's jigglebones for this?
#31
the current Engine work is far from being usable and that specific feature would
a, require a updated physics implementation or some kind of PhysicsLayer that gets defined by script and works on specific bones only
b, a new playermodel
(am not sayin that there are no plans for this but there is no sense in going into details about this yet)
12/02/2013 (1:21 pm)
jigglebones - ic what you are talking about howeverthe current Engine work is far from being usable and that specific feature would
a, require a updated physics implementation or some kind of PhysicsLayer that gets defined by script and works on specific bones only
b, a new playermodel
(am not sayin that there are no plans for this but there is no sense in going into details about this yet)
#32
I want to add in a little project I have been working on. Water running off a mask. It's a shader and I have had almost 0% luck working it. So.... there we go.
As for the other requests. I have the over the shoulder cam in my latest build and it works really well. Even with the physics layer and all of that. Basically I like them all. We just need to get a 'base engine' added to Git or some other repo and we can start working it I think.
Thoughts?
Ron
12/02/2013 (1:49 pm)
wow step away for a day and things really progress. Let's hope we can keep 1/2 this momentum down the road. I want to add in a little project I have been working on. Water running off a mask. It's a shader and I have had almost 0% luck working it. So.... there we go.
As for the other requests. I have the over the shoulder cam in my latest build and it works really well. Even with the physics layer and all of that. Basically I like them all. We just need to get a 'base engine' added to Git or some other repo and we can start working it I think.
Thoughts?
Ron
#33
That is why i was asking Thomas about Git
and if Git is not workable for some reason then we should move to svn?
That would be a way to make it a bit more simple in the long run, the ones that used svn in the past know its ups/downs but there are still plenty of users around that are not familiar with Git (even now).
Regarding the water running off a mask, that is/ would be the best approach
but from what ic is that a sahara like implementation might just be the solution
(i know sahara is not free but there is a hint Resource that points towards sahara functionality in T3D)
Now the idea would be to combine that water shader approach with the accumulation feature of sahara and by doing this, stuff like accumulated rain/ water could be simulated.
Anyways that would be the approach i would suggest but lets first make sure that the Engine gets a place.
SVN or Git
12/02/2013 (2:08 pm)
same here btw RonThat is why i was asking Thomas about Git
and if Git is not workable for some reason then we should move to svn?
That would be a way to make it a bit more simple in the long run, the ones that used svn in the past know its ups/downs but there are still plenty of users around that are not familiar with Git (even now).
Regarding the water running off a mask, that is/ would be the best approach
but from what ic is that a sahara like implementation might just be the solution
(i know sahara is not free but there is a hint Resource that points towards sahara functionality in T3D)
Now the idea would be to combine that water shader approach with the accumulation feature of sahara and by doing this, stuff like accumulated rain/ water could be simulated.
Anyways that would be the approach i would suggest but lets first make sure that the Engine gets a place.
SVN or Git
#34
Bokeh is available to directx9 it is just a lighting effect in the shape of squares or hexagons or circles mapped to a reflected glow.
if ur talking about the depth of field effect in the link u sent me well its possible but it wouldnt run as good as it does in dx10 or 11, thers nothing in that shader that is dx10/11 specific apart from the geometry parts of the shader code. I have not implemented those features no but the night vision effect is just a simple colour shader, and unlock system is quite simply just keep a user score, if player kill another player add 10 lol when score = 1000000 set ultimate badass weapon to unlocked. AS for the camera issue what i meant was that even if its a kill cam it will need to have some sort of spacial awarness code so it does not a walk through solid geometry, and no i dont use github atm, but i could send a 4shared links for some of the things i have finished
12/02/2013 (2:27 pm)
i have 3 books on shaders lol shader x7 (very good one for weather effects), the complete hlsl effect guid and shaders for programmers.Bokeh is available to directx9 it is just a lighting effect in the shape of squares or hexagons or circles mapped to a reflected glow.
if ur talking about the depth of field effect in the link u sent me well its possible but it wouldnt run as good as it does in dx10 or 11, thers nothing in that shader that is dx10/11 specific apart from the geometry parts of the shader code. I have not implemented those features no but the night vision effect is just a simple colour shader, and unlock system is quite simply just keep a user score, if player kill another player add 10 lol when score = 1000000 set ultimate badass weapon to unlocked. AS for the camera issue what i meant was that even if its a kill cam it will need to have some sort of spacial awarness code so it does not a walk through solid geometry, and no i dont use github atm, but i could send a 4shared links for some of the things i have finished
#35
from what i understand Bokeh is best used with DoF
to achieve this effect. I might be wrong but hey its early developement and we shouldnt get stuck on features and therefore it is best to leave it out fro now. The Dirtlens Shader is already a big plus at least from my pov.
Well if you want you can either share it via skydrive or skype or if you wish thru a filesharing host?
I would setup the engine in the next days on git or bitbucket
and from there on we could keep working expanding the whole thing
12/02/2013 (2:34 pm)
ic thanks for clearing this up,from what i understand Bokeh is best used with DoF
to achieve this effect. I might be wrong but hey its early developement and we shouldnt get stuck on features and therefore it is best to leave it out fro now. The Dirtlens Shader is already a big plus at least from my pov.
Well if you want you can either share it via skydrive or skype or if you wish thru a filesharing host?
I would setup the engine in the next days on git or bitbucket
and from there on we could keep working expanding the whole thing
#36
The main issue with any kind of 'wet' shader is non-conforming z-coordinates. I ran into this when I was working on 'rebooting' the ages old wetness shader that is around in the forums. I got the thing running but, the result was not predicable. Common issue was water running up a wall in one view and down a wall when the user turned 10 degrees, things like that. I think the thing was working off the UVW coordinate attached to the model but I did not actually test this situation. We looked at it (the steering committee) and it was too large a task to take on at the time. I can dig up the old email traffic and past work (I am a pack rat) and see if maybe we (those of us interested in this FPS engine) could perhaps attack it as a group. At least we would not be starting from scratch.
As for the DOF, I would include the packaged motion blur into that same solution. Again, it's a real solid start as far as the shader goes but, it's not quite production ready.
Ron
12/02/2013 (3:28 pm)
J0linar, The main issue with any kind of 'wet' shader is non-conforming z-coordinates. I ran into this when I was working on 'rebooting' the ages old wetness shader that is around in the forums. I got the thing running but, the result was not predicable. Common issue was water running up a wall in one view and down a wall when the user turned 10 degrees, things like that. I think the thing was working off the UVW coordinate attached to the model but I did not actually test this situation. We looked at it (the steering committee) and it was too large a task to take on at the time. I can dig up the old email traffic and past work (I am a pack rat) and see if maybe we (those of us interested in this FPS engine) could perhaps attack it as a group. At least we would not be starting from scratch.
As for the DOF, I would include the packaged motion blur into that same solution. Again, it's a real solid start as far as the shader goes but, it's not quite production ready.
Ron
#37
12/02/2013 (3:29 pm)
what happened when u passed the obj matrix transform to the shader for the wetness???
#38
I do have a realistic skin shader. I'm sure would be a good fit. Also screen space lightning shader. I just need to talk to a friend, but Im sure those would be a good fit. Heads up about the over the shoulder code. I'm not for sure how network friendly it is. Last time I checked, when having ai derived from the player datablock I ran into issues. Maybe it was just me.
Suggested features
Quick bullet time like in dead space I think.
What about blood splashes on the screen to indicate damage.
12/02/2013 (3:31 pm)
I haven't been on at all this weekend, I'm glad someone started this threadI do have a realistic skin shader. I'm sure would be a good fit. Also screen space lightning shader. I just need to talk to a friend, but Im sure those would be a good fit. Heads up about the over the shoulder code. I'm not for sure how network friendly it is. Last time I checked, when having ai derived from the player datablock I ran into issues. Maybe it was just me.
Suggested features
Quick bullet time like in dead space I think.
What about blood splashes on the screen to indicate damage.
#39
Let me send you a link to the zip file we were working with. More to follow.
@Kory Blood splashes are already there.... heck that is easy actually. Check out the code for the 'damage indicator' and change up the direction indicator with different 'blood' .png maps.
Ron
12/02/2013 (3:32 pm)
Thomas,Let me send you a link to the zip file we were working with. More to follow.
@Kory Blood splashes are already there.... heck that is easy actually. Check out the code for the 'damage indicator' and change up the direction indicator with different 'blood' .png maps.
Ron
#40
12/02/2013 (3:34 pm)
sure
J0linar
the only problem when it comes to 32 and 64bit
is to allow the end user to simply define what bit version to compile
As there is already a 64bit patch
www.garagegames.com/community/forums/viewthread/134868
This enables 64bit
Currently there is work going on regarding OpenGL and even DirectX
How much of this willl be reality?! this stays in the stars but the thing is we just have to move forward and just do it.
@NiN-NiN
@Thomas
i got a response from Robert Fritzen via skype
regarding the port of the dynamic guis rendered on objects Resource
It seems to be easily portable (after his explenation^^ )
added to the list
This will allow the usage of Guis on Models and therefore on Hud Models aswell.