Game Development Community

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

*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
i-dropper.net/deadlymatter/DeadlyMatter_Dev1_UI_small.jpg


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).
#41
12/02/2013 (3:35 pm)
bullet time is also there just requires certain effects to be called when games timescale changes, u can see this happening in BeamNgs drive
#42
12/02/2013 (3:44 pm)
T,

Here is the link to my DropBox. Let me know if there are any issues.

https://dl.dropboxusercontent.com/u/64204374/WetnessShader_v.5.zip

ALSO, there are SOOOO many things that T3D can do that are just NOT documented or not documented well. If we are smart, we should dedicate a bit of time to documenting the entire thing, from a FPS and TPS perspective. (I know docs are dull and suck to make but...) if we are the only guys that know how to use this monster, then we are not accomplishing what I think we want to.

Ron
#43
12/02/2013 (3:45 pm)
Really think we need a 'better way' to chat. Since this is stuff that could just be said rather than spamming the forums.

Also, wanted to put out a few details about what type of FPS I am working on. I do this because well, there are many 'styles' for FPS and this might help everyone understand my point of view. I am working on a similar game to Crysis 2 and 3 using a rendering method similar to Mirror's Edge. Very 'metropolitan/large city focused' and using a huge number of pre-rendered and lit models. I don't use terrains, I don't use scatter sky. I am NOT interested in a huge multiplayer component or an MMO style thing. (I get enough of that with contracts and such.) You can figure out what I am working on by watching play though videos for CODMW3, Crysis 2, and Mirror's Edge. Hope that helps everyone to understand where I am at for now.

Ron
#44
12/02/2013 (4:06 pm)
Group chat via Skype???
#45
12/02/2013 (4:11 pm)
Skype, mumble, whatever... I am up for most anything.

I am thinking there is more than enough interest. This post has 45+ replys (with some WORK being discussed) so I think there is enough interest to warrant a group.

Ron
#46
12/02/2013 (4:13 pm)
Have you guys considered creating a subreddit on reddit to discuss this on?
#47
12/02/2013 (4:18 pm)
There's plenty of interest for something like this, no doubt. I think discussing something of this level needs both a forum and an instant chatroom though if any real work is going to get done.
#48
12/02/2013 (4:20 pm)
@ron: Might be a bit slow, but it's kinda nice to see folks excited about interacting with the engine on the actual engine site.

Just sayin.
#49
12/02/2013 (4:40 pm)
Az,

Yeah, I agree. It's nice to get a 'boost' in the excitement level. I have been around for quite a while and have not been this interested in something since T3D went MIT. I really see this expanding after a bit. I see groups getting together to work RPG issues, and MMO issues, 3D side scrollers and 'adventure' type games (Think Tomb Raider). Yeah, the engine dev will 'splinter' a bit but, maybe that is what is needed at this point in time. We have a nice core to work with, now we need to dev for specific genres. Even Unity, Unreal and CryTek use similar 'forums' that 'split' the community.

In the steering committee we tried with all our might to be 'non-specific' in our fixes and additions. Problem with that is, we added some nice features and great additions but, we didn't make it truly accessible. So we got a good engine, but NOTHING that lays out 'here is how you make this type of game'. I think we have that covered now.

Ron
#50
12/02/2013 (4:51 pm)
Now, here comes a TRUE and honest issue. Who develops and who sits by and waits?

No offense to ANYONE on this site or following this thread but, if this ends up being me, J0, and Thomas just working on this.... well I will drop off like a rock. I am not a great coder, or scripter but, I get by, I can do my project without 'adding to a project like this'.

Something like this takes input, participation and TIME. I TRULY hope that everyone that has added comments here participates. So you are NOT a pro at script or code, you can't draw a decent stick figure, or you have a sound system from 1984 attached to your dev machine. Ask, Speak-up, and help where you can. Its only been a few days and look at all the crap that we need done to take a 'FPS engine' and make a PROPER 'FPS engine'. We are going to need to FIX the issue we had with the steering committee, 3 or 4 dudes working the engine and a hella ton of people standing by waiting for the next update.

If you participate you will learn and become a better developer. TRUST me, we all make stupid mistakes and we all can seem dumb at times. I promise I will NOT hold anything against anyone. Learning takes time and I am in total support of that. Just offer to help! That is all I need.

Ron
#51
12/02/2013 (5:06 pm)
I would like to help with this if there is a spot for a newbie. Hopefully I will know enough to actually be of use later.
#52
12/02/2013 (5:13 pm)
As far as commitments go, I'm still going at it from the perspective of "The cash comes from making games, so if it's applicable to the present project, I'll take a poke at it." Think I've amply demonstrated by this point you give me a spot to throw stuff back to the community by way of trading for it's efforts, I'll continue to do so. (Even if by and large I tend to stick to the generic utilitarian stuff.)
#53
12/02/2013 (5:15 pm)
Alpha/Az,

That's all I ask. Try.... can't expect more than that. Keep in mind, even I am not an 'expert' by any means. This is a DEEP engine and there are HUGE chunks of it that I have either not touched or only glanced at. So, in the end we are all learning.

Oh and Az... just a quick note.... 'the cash is in the game'. Not true brother. The cash is in the engine. Take a CLOSE look sometime. You will see Autodesk, Windows, FMOD, SpeedTree, and a TON of 3rd party guys that add specific parts of the core engine to the 'published game'. They get paid even if the game BOMBS. 3rd party can be VERY profitable. Heck just don't click through all the 'intro screens' sometime and take note of all the 3rd party software that developers used to make a game (best example would be the 'Nvidia.. the way it's ment to be played'. I can even state with experience that even my art assets have made a tiny bit of coin. So, don't discount the 'building the engine' part of game dev.

Ron
#54
12/02/2013 (5:26 pm)
We should communicate more, the forum is not a good place for that, sometimes people show up "I will do this and that" and then you never see them again and they do not leave a contact and you cannot send them private messages and so on.
So every time you want something you need to hunt them down, which is usually not very successful.
But people like that were not really interested from the beginning, so we should get together the people who really want to contribute.

There is a garagegames irc channel where some people hang out, but I would suggest using skype since most people are used to that.
#55
12/02/2013 (5:35 pm)
Duion,

Totally agree. We have interest, we have a slight momentum... let's make the next step, communicate and work. LOL! Can't wait to intro voice to voice with a bunch of you actually. We see each other on the forums but, it's different if we talk. Far easier to (not imply attributes, if that makes sense).

Ron
#56
12/02/2013 (5:36 pm)
Just saying, git and GitHub is probably the best way to go with this. git is superior to svn, and GitHub has tons of great social features that make collaboration easy.

I definitely intend to contribute what I can to this - it'll be fairly limited, but I think my player code might provide something of value. And once I get back to working on AI, that could totally help (it was designed with shooters in mind).
#57
12/02/2013 (6:02 pm)
Daniel,

I have to agree because in the end, this is most definitely going 'fix' general issues and since we are still MIT. It should be offered as an alternate to stock download for those interested. Though, I personally dislike GIT with a passion, I am not in charge. Even though I did take the time to learn GIT. (Still not my favorite)

Ron
#58
12/02/2013 (6:12 pm)
I'm a level designer, I'd love to churn out some "next-gen" stuff
*Edit* And I'll write up tutorials and the like, that's probably the most use you'll get out of me.
#59
12/02/2013 (6:26 pm)
@Ron: Not trying to divert the thread, merely attempting to make it clear that in my case it'll be byproduct, not product, and prioritized accordingly. Got a Thing about even seeming to promise more than I deliver.
#60
12/02/2013 (7:40 pm)
I'll be willing to contribute were I can. Not a really strong programmer but I am willing to learn. Plus it'll help with my personal project. Well let me know about the skin shader (custom) and the screen space lightning.
Also any other work that is needing done, maybe a list of task so people could see what they would like to try there hand at.