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Plan for Tom Spilman
Plan for Tom Spilman
| Name: | Tom Spilman | ![]() |
|---|---|---|
| Date Posted: | May 21, 2005 | |
| Rating: | 4.8 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Tom Spilman |
Blog post
Work on interactive gui texture surfaces on DTS shapes.
So we finally released Torque Pipeline and so far a lot of people have picked it up and seem to love it. If you don't know what Pipeline is you should check it out!
So aside from that i've been working on rendering GUIs on textures so that i can place them it in the environment and interact with them. My first attempt was focused on interiors and it worked out fairly well. But of course putting them on DTS shapes.... in particular physics driven DTS shapes was alot cooler. So that's what i did (the video uses the XviD codec):

It took me a long while thinking of how to properly integrate things into Torque... then i gave up and hacked it in. I added a castRayTri() function to TSMesh which would test all visible triangles on a shape against my ray and would return the material and UV hit point of the closest triangle. This could use some optimization, but it works for now.
The thing that drives all this, as described in this thread, is a new class called GuiTextureCanvas. It deals with rendering the GUI on to a dynamic texture and holds a static console method which will fire off the castRayTri() on the SceneObject you pass to it.
Oh and i'm totally screwing the server/client boundary here, but you know what... i don't care. The client server boundary is a bitch... especially when you're doing a single player game. I guess i need more experience with it.
The physics by the way are courtesy of Thomas Lund's rigid shape resource. I'm looking into other solutions as the rigid shape stuff leaves alot to be desired. Gary Brigg's stuff looks promising as well as Akio's. Still I'm taking a serious look at the NovodeX SDK as neither is really ready to be used (correct me if i'm wrong... we're willing to pay for working ODE/Newton/Novodex physices in Torque). Lucky for us our game is single player which should help alot.
I know people are gonna ask me to release this as a resource, but it requires alot of other stuff that is unrelated like my object interaction system. I would do it, but frankly i'm feeling too lazy to gather all the changes to make it available. I'll see if I can get some time to gather it all and organize it. It really is a lot of work putting up a good resource.
So aside from that i've been working on rendering GUIs on textures so that i can place them it in the environment and interact with them. My first attempt was focused on interiors and it worked out fairly well. But of course putting them on DTS shapes.... in particular physics driven DTS shapes was alot cooler. So that's what i did (the video uses the XviD codec):

It took me a long while thinking of how to properly integrate things into Torque... then i gave up and hacked it in. I added a castRayTri() function to TSMesh which would test all visible triangles on a shape against my ray and would return the material and UV hit point of the closest triangle. This could use some optimization, but it works for now.
The thing that drives all this, as described in this thread, is a new class called GuiTextureCanvas. It deals with rendering the GUI on to a dynamic texture and holds a static console method which will fire off the castRayTri() on the SceneObject you pass to it.
Oh and i'm totally screwing the server/client boundary here, but you know what... i don't care. The client server boundary is a bitch... especially when you're doing a single player game. I guess i need more experience with it.
The physics by the way are courtesy of Thomas Lund's rigid shape resource. I'm looking into other solutions as the rigid shape stuff leaves alot to be desired. Gary Brigg's stuff looks promising as well as Akio's. Still I'm taking a serious look at the NovodeX SDK as neither is really ready to be used (correct me if i'm wrong... we're willing to pay for working ODE/Newton/Novodex physices in Torque). Lucky for us our game is single player which should help alot.
I know people are gonna ask me to release this as a resource, but it requires alot of other stuff that is unrelated like my object interaction system. I would do it, but frankly i'm feeling too lazy to gather all the changes to make it available. I'll see if I can get some time to gather it all and organize it. It really is a lot of work putting up a good resource.
Recent Blog Posts
| List: | 03/03/07 - Sickhead is hiring! 05/31/06 - Torsion Update 04/03/06 - Torsion Update & TelnetDebugger Fix 03/21/06 - Torsion Updated! 02/28/06 - Precipitation for TSE 07/18/05 - Plan for Tom Spilman 05/26/05 - Plan for Tom Spilman 05/21/05 - Plan for Tom Spilman |
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Submit your own resources!| Josh Moore (May 21, 2005 at 06:53 GMT) Resource Rating: 5 |
| Thomas "Man of Ice" Lund (May 21, 2005 at 07:53 GMT) |
| Ben Garney (May 21, 2005 at 08:08 GMT) |
| Adrian Walters (May 21, 2005 at 10:07 GMT) |
| Anthony Rosenbaum (May 21, 2005 at 16:57 GMT) |
| Daniel Allessi (May 21, 2005 at 17:41 GMT) Resource Rating: 5 |
| Tom Spilman (May 21, 2005 at 18:09 GMT) Resource Rating: 5 |
Edited on May 21, 2005 18:10 GMT
| Josh Williams (May 21, 2005 at 18:33 GMT) |
| Daniel Allessi (May 21, 2005 at 19:58 GMT) Resource Rating: 5 |
| Phil Carlisle (May 21, 2005 at 20:09 GMT) |
So what method did you use to create the off-screen texture you render the gui into? thats really the heart of this for me. I already know the cockpit texture to replace, so I just need a good cross-platform capable method fo render to texture that plays nice in the gui.
| Zachary Zadell (May 21, 2005 at 23:22 GMT) |
| Tom Spilman (May 21, 2005 at 23:37 GMT) Resource Rating: 5 |
| Stefan Lundmark (May 23, 2005 at 12:15 GMT) |
| Gabor Forrai (May 23, 2005 at 14:34 GMT) |
| Tom Spilman (May 23, 2005 at 18:06 GMT) Resource Rating: 5 |
| Mike Kuklinski (Oct 03, 2005 at 05:35 GMT) |
| John Rockefeller (Dec 06, 2005 at 08:54 GMT) |
Thanks for letting me know about this, this could really save us months of piecing together little bits of highway.
-John
| Doppelganger (formerly Evil Twin (Jul 19, 2006 at 16:19 GMT) |
| Tom Spilman (Jul 19, 2006 at 17:49 GMT) Resource Rating: 5 |
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4.8 out of 5


