Torque 3D 'toys' or demos
by Daniel Buckmaster · in Torque 3D Professional · 11/20/2014 (8:24 pm) · 41 replies
I've been wanting to do this for a while, and the idea has been brought up again, and people liked it, so let's have a discussion here. T3D should have some really basic levels that demo different engine features in a clear, concise, and easy to understand fashion. Whether it's setup of art objects, ideas for script functionality, or just examples of engine features, each level should have a very tight focus and be well-documented.
I'd like to propose a couple of things.
EDIT: My favourite ideas so far:
I'd like to propose a couple of things.
- This demo application should replace the current script templates in the repository. The script templates should be split into separate projects.
- The demo application should be based on t3d-bones, or something like it.
- There should be full editor support. Somehow.
EDIT: My favourite ideas so far:
- Physics shapes
- Lightmapped object
- RTS selection/movement
- Breakable objects
- Basic AI: follow, attack, pathfinding, dunno what else
- Vehicles
- Player (i.e. how to set up all the animations)
- Melee attacks (first-person and third-person)
- Ribbons
- Custom materials/shaders
- Custom postFX
- Triggers (teleport?)
- Animated door with collision (triggered, direct interaction, indirect interaction)
- GUI quest counter (i.e. logo collection)
- NPC dialoge box GUI
- Different ActionMaps
- Tweening using Twillex?
- How to make prefabs
- Simple inventory?
- Particle emitters
- Internationalisation
- Precipitation
- Terrain and GroundCover
- Twillex
- Water
About the author
Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!
Olexiy Kravchuk