Game Development Community

Nominate A Resource!

by Tom Spilman · in Torque 3D Professional · 05/21/2009 (3:29 pm) · 48 replies

Hey all!

If there are any existing TGE, TGB, or TGEA resources out there that you think deserve to be a stock part of Torque 3D now's the time to speak up!

No guarantees if it will get merged or not... it depends on several factors.

So far i know we've merged swim, crouch, crawl as a mixture of three different resources, a slightly modified version of the ShapeBase AltFire, and the PhysX implementation is a distant relative of Shannon Scarvaci's resource.

What say you?

About the author

Tom is a programmer and co-owner of Sickhead Games, LLC.

#21
05/22/2009 (6:51 am)
I would really like to see a little more control on objects that thread out animations. There are a couple of the Plastic Gems items that could be very usefull in all game engines. I'll just put the one I want.
Advanced Threading

http://www.garagegames.com/community/resources/view/14856


I want to be able to display a gui in game on an object. Its more personable for the players.
guiDynamicTexture
Why have them select teams by interfacing with a gui thats not in game.

http://www.garagegames.com/community/resource/view/10899/


I actually fell in love with the TGB particle system. If we could get a variation of that running for T3D. I'm sure people would just sit there creating particle effects!

http://www.garagegames.com/community/blogs/view/9920
#22
05/22/2009 (8:23 am)
I think some of the server side melee system resources would be cool to port in, opens up another genre that would become fairly out of the box ready...Though perhaps something better to come with a RPG or adventure genre kit...
#23
05/22/2009 (8:45 am)
Opened yourself a can of worms here Tom - ideas will just keep coming

Here's my 2 cents

Moving platforms /elevators Although this seems very FPS oriented it can actually be used for 3D Platformers (like Pandemonium) or 3rd Person adventure games - i could say RPG too but in this case would have to depend on the theme - usually RPGs are more themed in past (greece and such) with a few exceptions like Final Fantasy. So wouldn't fit most RPGs

Rule Based Layer Distribution for Terrains - maybe someone over there already added this one from a recent resource by Konrad Kiss but if not i think would really help base painting large terrains - after this one would only need to paint some details on the terrain
#24
05/22/2009 (9:08 am)
Since you put in the mesh hiding resource.

Reskin by Mesh Name

Perhaps there is a method buried somewhere else, but everything I seen reskins the materials by the material name, which changes once you reskin it the 1st time. This will use the mesh name to apply the material and it can be referenced any number of times since it never changes. There is a restriction of 1 material to 1 mesh though. It is also network friendly and I updated it to work with T3D already.

--Josh

#25
05/22/2009 (10:10 am)
Luis,the platform's code is a combined work of 3 or 4 resources all in one.Thus porting it needs a lot of touch.

1.Pathshape class (Stefan Beffy Moises - 2003).
2.Attachable SceneObjects in Hierarchical Coordinate Spaces. (Anthony Lovell - 2005)
3.Moving Platform Collision Detection. (Ramen)
4.Final Pathshape for TGE 1.5.2 (Ramen).

But don't worry,i'll provide a port after the alpha release of T3D.
#26
05/22/2009 (12:56 pm)
Add another vote to the enhanced threading. In a past project I had to do something like that on my own (add transition support, pausing support, thread destroying support). The coding was trivial, but it's annoying nonetheless.
#27
05/23/2009 (9:31 am)
My nominees:

- TGEA Dynamic Skins & Material Swapping (Gareth Fouche) - in general, being able to assign separate materials to different instances of objects would be a really huge help
- Plastic Gems easing resources
- Plastic Gems GUI animation resources
- cURL implementation (bank)
- Inline anonymous function declarations in TorqueScript (me)
- Rule Based Layer Distribution for Terrains (me)

Shamelessly, I've included two of my own resources, but.. well.. these are what made life easier for me.
#28
05/23/2009 (9:47 am)
I agree with Konrad.
There are resources,that have extended control over the animation playback and they are "must have".

- morph animation support (DTS with Morphs)
- animation control (speed control over sequences)
- Plastic Gems easing
- Animated fxShapeReplicator (it includes animated TSS)
- Enabling Animation Transition in ShapeBase
#29
05/23/2009 (12:00 pm)
Quote:- morph animation support (it is not a resource)

- DTS with Morphs
#30
05/24/2009 (6:32 am)
Save/Load Game function, something akin to:
Save/Load game
Save/Load the easy way
#32
05/24/2009 (6:31 pm)
DavidRM's great
Shape Outlining
and
Cel Shading

T3D has a recessive max player limit, some codes like:
U8          numPlayers;
U8          maxPlayers;
U8          numBots;
U see the type is U8, if we want an MMO game, it'll be modified to U16 at least.
There's a lot of such limit in Source Code about number of players, mass boring work really. So could Beta3 changes U8 to U16 for these elements offically? That'll be very appreciated!!


#33
05/24/2009 (8:22 pm)
I agree on the thread animation control noted above.

I would also love to see an AI pathfinding resource included. The one I've been using is this one:

A* path finding made lightning-fast by pre-compiling

But if there's a better one out there, then include it instead. This I've seen floating around but haven't tried it to compare the two yet:
Path Finding Resource Update: Dijkstra, A Star and Best First pathfinding solution
#34
05/24/2009 (9:03 pm)
@Peter - Gabriel Notman's (the second link) is great. I believe he's improving and porting it to TGEA (as part of his Phd or something), and so it might be an easy port to T3D.
#35
05/24/2009 (11:18 pm)
I suggest Hitboxes. Every game that uses projectiles can use hitboxes. No engine I can think of currently uses one large box for player bullet collision detection.

I've been using this resource since TGE 1.3. I haven't ever used the updated version I see is now available, I just ported it to each new version of the engine, including T3D.

Works great, haven't noticed any issues during that time. The resource specifically applies them to Players, but I can see Vehicles using this as well to detect hits to specific locations (wheels, engine, etc).
#36
05/25/2009 (12:53 am)
Almost forgot Ryan Mounts' recent Material Picker at http://www.garagegames.com/community/forums/viewthread/92703

This really is what material selection by object should be like imho.
#37
05/25/2009 (2:56 am)
Hitboxes, we can carry on dreaming, please GG put Hitboxes in =]
#38
05/25/2009 (5:10 am)
@Steve - Thanks, I'll check Notman's pathfinding out today and see if I can get it working in T3D...
#39
05/25/2009 (5:22 am)
A couple more on my wish list:

From the TorqueMotion collection of resources
- Walking support
- Climbing
#40
05/25/2009 (6:10 am)
As someone else mentioned, being able to control animation playback speed from a script command would be great. Also having a way to lock and unlock player control from the server (accepting or rejecting player movement).