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/
#62
12/03/2013 (12:19 am)
I like that idea edward, could work on it, if we atleast get mountable weapon emplacements which shouldn't be too hard, a modification of the turret code to look for a mount node, I know it won't be as simple as that but its deffo the place to start lol I've added code to shapeImage to look for ironsights, also added a new class for weapon attachments. Dirty lens shader is almost finished. Material specific decals and impact sounds are done - looking for a better way to do explosion effects from a material file, atn it seems like its best to have an explosion effect on the projectile aswell as on the material, if the material or the gun dosnt have an explosion effect datablock the game crashes so, first problem to overcome ;)
#63
Easy guys, the purpose of this thread was
to evaluate potential contributors and at the same time to seperate
"The ones that just want to use it and the ones that care to share".
@kory
skin shader (custom) and the screen space lightning
sounds interesting, if you have time and it works out
could you prep a package for testing.
What i can say from my pov is that nm what am doin this and if we look at the whole thing it is clear that we all actually share the same thoughts and ideas when it comes to the Engine.
Next step is as following,
@Thomas when you are k with this, upload your finished stuff and
it will get integrated and uploaded to git
@Ron
my skype is miodrag-sejic
add me and we can start that git thing properly
as for the rest
suggestions/ features concerns
and interest - you all have showed it
but what needs to be done now is the first step and that is a Official Repo.
Am sure plenty of you guys will contribute within time - therefore am not really concernd about the user vs contributor percentage.
Regarding the Communication
currently it is pretty simple we are at a point where the interest and momentum went to the roof but let me make this clear - This is not as healthy as many of you might think. The current core is nm how you see it
Thomas/ Ron and myself.
The rest will be taken into account when it comes to
asset creation
-Duion
-Kory
as an example
Script changes
-NiN-NiN for the Rift Scripts/ Options
Resource implentation consult
- DB
- Robert Fritzen
This is just a example
What can be done afterwards when a official repo is started -
A properly outlined Roadmap and a introduction of the Engine
in a blog post.
This will ensure that all future participants/ users understand what this is about and how they can help and or use the Engine.
12/03/2013 (2:22 am)
Quote:
if this ends up being me, J0, and Thomas just working on this.... well I will drop off like a rock.
Easy guys, the purpose of this thread was
to evaluate potential contributors and at the same time to seperate
"The ones that just want to use it and the ones that care to share".
@kory
skin shader (custom) and the screen space lightning
sounds interesting, if you have time and it works out
could you prep a package for testing.
What i can say from my pov is that nm what am doin this and if we look at the whole thing it is clear that we all actually share the same thoughts and ideas when it comes to the Engine.
Next step is as following,
@Thomas when you are k with this, upload your finished stuff and
it will get integrated and uploaded to git
@Ron
my skype is miodrag-sejic
add me and we can start that git thing properly
as for the rest
suggestions/ features concerns
and interest - you all have showed it
but what needs to be done now is the first step and that is a Official Repo.
Am sure plenty of you guys will contribute within time - therefore am not really concernd about the user vs contributor percentage.
Regarding the Communication
currently it is pretty simple we are at a point where the interest and momentum went to the roof but let me make this clear - This is not as healthy as many of you might think. The current core is nm how you see it
Thomas/ Ron and myself.
The rest will be taken into account when it comes to
asset creation
-Duion
-Kory
as an example
Script changes
-NiN-NiN for the Rift Scripts/ Options
Resource implentation consult
- DB
- Robert Fritzen
This is just a example
What can be done afterwards when a official repo is started -
A properly outlined Roadmap and a introduction of the Engine
in a blog post.
This will ensure that all future participants/ users understand what this is about and how they can help and or use the Engine.
#64
Also, in the new class implemented into the engine, the shapeWAttachment class ;) I've came to the conclusion that there are basically 5 types of attachments, muzzle, sight, ballistic ( under barrel grenade launcer/under barrel shotgun), accessory(lasersight) and handling(under barrel pistol grip etc). These will effect the features of the weapon by a percentage defined by you in script. The nodes the shapeImage class looks for now is Wattachment_Top, Wattachment_Ubarrel, Wwattachement_Muzz and Wattachment_Accessory[N]. I'm trying to make it so u can have as many accessorys as u want
12/03/2013 (2:47 am)
I will upload whenever I get a few more features finished. I havnt really been commenting my changes all that well in the code, might go back and do that comment parts as Greed Engine Changes?Also, in the new class implemented into the engine, the shapeWAttachment class ;) I've came to the conclusion that there are basically 5 types of attachments, muzzle, sight, ballistic ( under barrel grenade launcer/under barrel shotgun), accessory(lasersight) and handling(under barrel pistol grip etc). These will effect the features of the weapon by a percentage defined by you in script. The nodes the shapeImage class looks for now is Wattachment_Top, Wattachment_Ubarrel, Wwattachement_Muzz and Wattachment_Accessory[N]. I'm trying to make it so u can have as many accessorys as u want
#65
as for the comments in the engine
// GREED
is enough and you can add your initials aswell
so that its recognizeable who did what
and sure take your time we are in no hurry here and btw am glad that you are in.
Thanks Thomas
12/03/2013 (2:52 am)
the attachment stuff sounds greatas for the comments in the engine
// GREED
is enough and you can add your initials aswell
so that its recognizeable who did what
and sure take your time we are in no hurry here and btw am glad that you are in.
Thanks Thomas
#66
the postFx stuff is hardcoded in the Engine
could you look it up to enable our future shaders to be executed like the standard/ break the hardcoded stuff?
This would simplify the usage of the shaders afterwards/ currently the only option to use non-stock shaders is to either bind those to the server connection or to use a script trigger
12/03/2013 (3:12 am)
btw Thomasthe postFx stuff is hardcoded in the Engine
could you look it up to enable our future shaders to be executed like the standard/ break the hardcoded stuff?
This would simplify the usage of the shaders afterwards/ currently the only option to use non-stock shaders is to either bind those to the server connection or to use a script trigger
#67
12/03/2013 (3:20 am)
I could have a look and see if I can send some basic shaderconsts down to a hlsl template but most of the time to execute the correct effect u have to have a cpp and h file to pass from the engine to the shader, most postFx only happen when certain parameters are met and so should be set to enabled all the time anyway? There is a setting in lightrays.cs file for isEnabled , default torque has this set to false, should set it to true. The dirty lens effect, only does what it has to when lights are in the view of the camera and dosnt draw to the screen otherwise.
#68
12/03/2013 (4:05 am)
O wait I totally misread what u meant lol u mean u want to be able to change their parameters in the world editor like u do the other effects like glow an all that?
#69
Maybe you could try the vignette shader
and see if you can do that for that one as later it would simplify things
for other shader usages.
The Vignette PostFx
www.garagegames.com/community/resources/view/22474
and if you think you can enhance the shader, go for it
but from what i know this really a painless solution for vignette.
12/03/2013 (4:08 am)
yes i ment that - guess i have to learn to express myself better.Maybe you could try the vignette shader
and see if you can do that for that one as later it would simplify things
for other shader usages.
The Vignette PostFx
www.garagegames.com/community/resources/view/22474
and if you think you can enhance the shader, go for it
but from what i know this really a painless solution for vignette.
#70
12/03/2013 (4:21 am)
Either that or I have to improve my reading skills I completely skipped over where u mentioned about hard coded stuff. I do like that vignette shader and it is painless, should create a gui and cs file in the world editor to tweak its parameters on the fly
#71
However we can do those gui things later on, at the end its just a gui.
Will leave you to your things, am atm preparing sourceforge
for the GREED debut.
Still waiting for Ron to show up on skype
hint hint @ Ron
12/03/2013 (4:29 am)
Well at least we understand each other now ;)However we can do those gui things later on, at the end its just a gui.
Will leave you to your things, am atm preparing sourceforge
for the GREED debut.
Still waiting for Ron to show up on skype
hint hint @ Ron
#72
The shaders are already to go..at least the skin shader. The post FX screen space lightning shader need a little more work to work properly in 3.5..
It was made to work with 1.2, but I had ported it to 3.0, but had a Mishap with my hard drive so I would have to go through and find the changes again.
Just let me know where to send the stuff.
12/03/2013 (8:01 am)
Jolinar,The shaders are already to go..at least the skin shader. The post FX screen space lightning shader need a little more work to work properly in 3.5..
It was made to work with 1.2, but I had ported it to 3.0, but had a Mishap with my hard drive so I would have to go through and find the changes again.
Just let me know where to send the stuff.
#73
Yas can play around with the projectile sound change for a bit
12/03/2013 (10:36 am)
www.dropbox.com/s/wnz0uksfgzsgyg6/MaterialProjectileimpactsound.rarYas can play around with the projectile sound change for a bit
#74
ye that sounds great
and you can send it to 7sinsdev@gmail.com
therefore to all participants and contributors
you can use the above mentioned e-mail
to send your work
This is only for the moment, as we are in the process
of establishing space/ site and other things.
12/03/2013 (11:02 am)
@Koryye that sounds great
and you can send it to 7sinsdev@gmail.com
therefore to all participants and contributors
you can use the above mentioned e-mail
to send your work
This is only for the moment, as we are in the process
of establishing space/ site and other things.
#75
12/03/2013 (12:08 pm)
does it work ok for you guys?
#76
and thanks for sending it to my inbox.
12/03/2013 (12:10 pm)
just about to test it, was distracted by administrative stuffand thanks for sending it to my inbox.
#77
Here are just a few things that I would like to see...
Engine Specific -
1. Multithreading Support
2. Linux Support (I know that there is a fork of this somewhere for T3D)
3. Terrain Paging/Streaming (Will have to dig up the fork for this again)
4. Crowd System That takes advantage of Multi-core support. (http://www.youtube.com/watch?v=BhON57LMino)
Shaders -
1. Night Vision / Thermal Vision (http://www.youtube.com/watch?v=rAvnMYqj2c0)
Gameplay specific -
1. Armor Penetration / Crew injury (http://www.youtube.com/watch?v=BzpUVtVUBTI)
2. Bullet Drop
3. Walk is the default movement speed. Players can run but it will affect their ability to aim accurately.
4. Other stuff Goes here.
P.S. I can help in terms of 3D and 2D Art Assets.
Updated: Shaders / Gameplay specific features
12/03/2013 (12:41 pm)
Hey I have been kinda silent regarding greed.Here are just a few things that I would like to see...
Engine Specific -
1. Multithreading Support
2. Linux Support (I know that there is a fork of this somewhere for T3D)
3. Terrain Paging/Streaming (Will have to dig up the fork for this again)
4. Crowd System That takes advantage of Multi-core support. (http://www.youtube.com/watch?v=BhON57LMino)
Shaders -
1. Night Vision / Thermal Vision (http://www.youtube.com/watch?v=rAvnMYqj2c0)
Gameplay specific -
1. Armor Penetration / Crew injury (http://www.youtube.com/watch?v=BzpUVtVUBTI)
2. Bullet Drop
3. Walk is the default movement speed. Players can run but it will affect their ability to aim accurately.
4. Other stuff Goes here.
P.S. I can help in terms of 3D and 2D Art Assets.
Updated: Shaders / Gameplay specific features
#78
thanks for the interest, if you have a moddb account
post me your nick and additional information such as latest artwork
as a e-mail
and if you dont have a moddb account, please create one
and this goes for evry other participant who wishes to contribute actively to greed
regarding my e-mail
its in my profile
and thanks for the suggestions, some stuff might happen earlier but other things will just take their time
12/03/2013 (12:52 pm)
@Benjamin Stanleythanks for the interest, if you have a moddb account
post me your nick and additional information such as latest artwork
as a e-mail
and if you dont have a moddb account, please create one
and this goes for evry other participant who wishes to contribute actively to greed
regarding my e-mail
its in my profile
and thanks for the suggestions, some stuff might happen earlier but other things will just take their time
#79
I am currently busy working on something in 3DS Max and Bitmap2Material.
I will poke you when I am ready :)
Also I updated my post. I really did not want to bump the thread since it is so close to the top anyway.
12/03/2013 (12:58 pm)
@J0linar - Will do!I am currently busy working on something in 3DS Max and Bitmap2Material.
I will poke you when I am ready :)
Also I updated my post. I really did not want to bump the thread since it is so close to the top anyway.
#80
12/03/2013 (1:03 pm)
i wont be too good at the linux support thing but put me down for the night vision/thermal vision
Torque Owner Edward Smith
Silencersoft
I will be checking out this distro and seeing what I can do. My time is limited but this is my interested game dev genre.
I am thinking of the ability to have a deployable machinegun.
Git, I have learned to like it a lot from using it at work, its a bit awkward without the great tools out there for SVN. But GitHub is great and Git itself is nice with the local repo.