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Let's Play Name that Engine
Let's Play Name that Engine
| Name: | Alan James | |
|---|---|---|
| Date Posted: | May 03, 2006 | |
| Rating: | 4.6 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Alan James |
Blog post
Ok, here's a few screenshots to help you out...





Got it? Good, but still not bad for TGE, huh? Here are the resources that you *have* to have for TGE:
Dynamic Range Lighting
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1023...
TGE Water Upgrade
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1035...
Torque Lighting Kit for TGE
www.garagegames.com/products/36
TGE w/ Bumpmapped Interiors (using the CG runtime)
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6431
*NOTE* this hopefully will be superceeded by Alex "Delerium" Scarborough's GLSL implementation in the near future
We're still plugging away at Code Name: Monster Island, and still hoping to have another beta test for early this summer, that's if I can stay away from coding and start building some real content. We have lots of pieces of the puzzzle, dozens of partial levels and now it's just a matter of starting to weed out what is necessary and what isn't. You wouldn't have thought building and populating even a relatively small island would be so much work!
Anyway Alex "Delerium" Scarborough and Manoel Neto deserve some major kudos from the community. Their work is giving some real legs to TGE, along with John Kabus for his help in all this.
-Alan
Really Really Good Things Studio
www.reallyreallygoodthings.com





Got it? Good, but still not bad for TGE, huh? Here are the resources that you *have* to have for TGE:
Dynamic Range Lighting
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1023...
TGE Water Upgrade
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1035...
Torque Lighting Kit for TGE
www.garagegames.com/products/36
TGE w/ Bumpmapped Interiors (using the CG runtime)
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6431
*NOTE* this hopefully will be superceeded by Alex "Delerium" Scarborough's GLSL implementation in the near future
We're still plugging away at Code Name: Monster Island, and still hoping to have another beta test for early this summer, that's if I can stay away from coding and start building some real content. We have lots of pieces of the puzzzle, dozens of partial levels and now it's just a matter of starting to weed out what is necessary and what isn't. You wouldn't have thought building and populating even a relatively small island would be so much work!
Anyway Alex "Delerium" Scarborough and Manoel Neto deserve some major kudos from the community. Their work is giving some real legs to TGE, along with John Kabus for his help in all this.
-Alan
Really Really Good Things Studio
www.reallyreallygoodthings.com
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Submit your own resources!| Justin Kovac (May 03, 2006 at 04:45 GMT) |
| Brandon Maness (May 03, 2006 at 04:45 GMT) |
| Josh Moore (May 03, 2006 at 04:48 GMT) |
| Alex Scarborough (May 03, 2006 at 05:03 GMT) |
| Tek0 (May 03, 2006 at 05:08 GMT) |
With the TGE w/ Bumpmapped Interiors (using the CG runtime) resource, the last time I used the resource on a ATI card, all the buildings was purple. Has anyone got that fixed?
But besides that, those screenshots look great!
Edited on May 03, 2006 05:11 GMT
| Ian Roach (May 03, 2006 at 05:14 GMT) |
Now we just need more water in our levels to showoff the cool effects :)
| Andrew Hull (May 03, 2006 at 05:59 GMT) |
| Hokuto (May 03, 2006 at 06:16 GMT) |
GG can we make all the above come standard with GG now?
:)
| Alan James (May 03, 2006 at 06:45 GMT) |
Right now I don't have a system with an ATI card in it to try it out, but honestly I had the exact same problem with my first couple (of dozen) attempts to get the resource into 1.4 on a Nvidia 7300GS. I ran WinMerge back and forth so many times for nearly a week, I was about ready to give up. I might have my old system up with a ATI card in it soon, so I'll let you know if I have any luck -- or not! =P
BTW, do you have TLK? If you do, I was considering posting my .cc and .h files in the TLK private forums for these resources. The reason being some of the TLK code would be exposed, and so I'd only be able to offer it in those forums because you'd have to be a TLK owner. Let me know, and I'll try to confirm with John Kabus that that route would be acceptable.
- Alan
| Blake Lowry (May 03, 2006 at 07:28 GMT) |
| John Kabus (BobTheCBuilder) (May 03, 2006 at 07:30 GMT) |
No problem, in fact you can create a resource and then send me the link before it's approved. I'll make sure GG flags it as a TLK private resource and all should be good. We have a number of TLK resources available (like the awesome DRL/Bloom resource!) and it seems to work out really well.
Edited on May 03, 2006 07:31 GMT
| Alex Scarborough (May 03, 2006 at 07:53 GMT) |
@Stephen: I should be getting out a GLSL version of the interior bumpmap resource within the week. It works just fine on ATi cards (and doesn't kill the lightmaps, yay!)
| Clint S. Brewer (May 03, 2006 at 08:10 GMT) |
"if I can stay away from coding and start building some real content."
don't feel bad, ever so often you have to spend time on the pretty graphics to make you feel better about the game in this crazy kooky world, now get back to the game play content and you will feel 10 times as good :)
More than the resources though it shows how great your art/ artists are.
@Alex: are those fps running under a debug build or release? seems pretty slow for the setup you have.
| Bardur Mikladal (May 03, 2006 at 09:49 GMT) |
im going to add these recources to my "Labratoria" game (experimental game) :)
BTW.. LOVE the images! looks very much like the CryEngine.. now we just need SSS in game (sub surface scattering) hehehe :)
Regards
Bardur
Edited on May 03, 2006 09:56 GMT
| N R Bharathae (May 03, 2006 at 10:47 GMT) |
| Mark Berry (May 03, 2006 at 11:22 GMT) |
| Adam deGrandis (May 03, 2006 at 12:42 GMT) |
| Tek0 (May 03, 2006 at 12:53 GMT) |
Yes I do own TLK, that would be great if you can post the source files or make a new resource.
| Matt Vitelli (May 03, 2006 at 13:57 GMT) |
| Alan Hembra (May 03, 2006 at 14:21 GMT) Resource Rating: 5 |
I remember when you started Alan. You are a serious inspiration!
Edited on May 03, 2006 14:22 GMT
| Alan Hembra (May 03, 2006 at 14:24 GMT) Resource Rating: 5 |
| Alexander "taualex" Gaevoy (May 03, 2006 at 15:24 GMT) Resource Rating: 5 |
Anyway, Alan - good job, man
| Tom Perry (May 03, 2006 at 16:17 GMT) |
| Alan James (May 03, 2006 at 16:42 GMT) |
@John K. (and Stephen) Sounds like a plan, I'll try to post a resource on Thursday (that's my day off from the real world). And thanks again for all your help.
@Blake L. My numbers are similar to Alex's, allthough I think I'm doing a bit better on the outdoor scenes with everything turned on, only chug under 20fps if I have a lot of foliage and stuff in view, but with some culling tweaking it hangs 25-35 fps, and my interiors are 35-55fps (again with everything turned on).
3.2ghz P4 H/T, 768mb ram, BFG 7300GS 256mb
@Matt V. Yes, I have it working right, but like I noted to Stephen above, not sure what will happen on an ATI card. Alex's Torque Modernization Kit (aka GLSL integrated for Torque) will no doubt be a much better option than my hack, but I'll still post it as a TLK private resource, so watch those forums.
@Alan H. Nothing for the open area levels, interiors I use 3D World Studio (version 5.43, 'cause 5.44 & 5.45 are broken in regards towards Torque/Map2Dif Plus...at least they were up to a week ago, haven't checked the forums over at www.leadwerks.com lately).
@Alex S. Have a question for you, can the original DRL 1.0 be modified so the brightness/contrast of the scene adjusting updates properly with the TGE Water Resource? I know it sounds weird but I kind of like the control that was available with the original resource. With 2.0 I seem to be fighting the lighting quite a bit more than I did originally, even with locking the setDRLSkipTime and/or setChangeRates. No big deal, and I'm sure I can figure out what settings work best, just a thought. (BTW, loading the setDRLSkipTime and/or setChangeRates seems to be erratic in the .mis files. It's in the "new ScriptObject(MissionInfo)" is that where I should be loading it from, right?
Anyways, I can always take a look at what I've done before:

Thanks again to everyone for the encouragement,
- Alan
Really Really Good Things Studio
Edited on May 03, 2006 16:43 GMT
| Tim Hutcheson (May 03, 2006 at 16:50 GMT) |
Nice to see how you maintain complete working directory trees of all the progress so that you can WinMerge against earlier versions at all times. Wonder how many others do it this way? It's amazing how quickly the good work can slip away unless you do this. I'd rather buy another hard drive than delete one of those folders.
| Jeff "Reno" Raab (May 03, 2006 at 16:52 GMT) |
Though remember, this stuff doesnt make you a poor man's TSE, it's just some very select stuff written to run the shaders in specific spots
Eitherway, the results are fantastic, and i cant wait to see more.
| Alan James (May 03, 2006 at 17:01 GMT) |
Yep that's a big ten four on the gulf between TGE and TSE, own both but I'm in *WAY* to deep to port over "Code Name: Monster Island" to TSE (and certain things I need won't be ready for a while), so I figured I'd make the transition smoother when the sequel "Return to Monster Island" comes out on TSE. Which of course preceeds "Monster Planet" for XBox 360... =P
@Tim Hutcheson
Yeah, my take on back up directories is similar to what I tell my kids about taking a coat with you. You can take it off if you don't need it, but you can't put it on if you don't have it. But that's just dad talk.
- Alan
Edited on May 03, 2006 17:13 GMT
| Timothy Aste (May 03, 2006 at 17:18 GMT) |
| Alexander "taualex" Gaevoy (May 03, 2006 at 17:37 GMT) Resource Rating: 5 |
Mine x800GTO/256Mb renders similar or more complex scenes with 70+ fps (based on Far Cry/Quake/Oblivion)... Obviously, the water/bump shaders are not running in software, so they shouldnt be a performance hit... A huge volume of shadered water from Ogre3D demo runs at 80+ fps on the same video card.
| Alan James (May 03, 2006 at 18:04 GMT) |
At this point *Nothing* has been optimized for gameplay. I still have some texture files as high as 1024x1024, view distances are set *Way* out, no fog, culling on foliage replication hasn't been optimized, etc., etc...
Yeah I've messed with the OGRE demo & the SDK. With this resource in Torque, if I go and stand looking only at the water my framerates run in this range:

Can't speak for the other games what kind of difference there would be/is. My son has Oblivion, but we haven't tried it on my system since the new video card.
But I do know I've got tons of optimization to go...but that's how it goes... =)
- Alan
| Alexander "taualex" Gaevoy (May 03, 2006 at 18:29 GMT) Resource Rating: 5 |
BTW, do you need a tester? I would like to test your demo on various video cards including Intel Extream 900/950 chipsets (as very used because of Dell).
Edited on May 03, 2006 18:33 GMT
| Tom Bentz (May 03, 2006 at 18:59 GMT) |
| bank (May 03, 2006 at 19:40 GMT) Resource Rating: 5 |
yeah, TGE+TLK+enhancements are great stuff!
since first release of DLR I can't find time to play with it... hope today/tomorrow I can take my hands on that.. ;)
| Anthony Fullmer (May 03, 2006 at 21:22 GMT) |
| Hokuto (May 03, 2006 at 21:41 GMT) |
| Alex Scarborough (May 03, 2006 at 22:53 GMT) |
@Clint - Those FPS numbers are from release. Couple of things to keep in mind: My 9600 is pretty watered down. I don't have exact numbers on it yet, but suffice it to say that a lot of stuff has been cut out. Also, I tend to not reboot for long periods of time and have a ton of apps open.
| Alienforce (May 03, 2006 at 23:44 GMT) |
| Alex Scarborough (May 03, 2006 at 23:47 GMT) |
| Alienforce (May 03, 2006 at 23:55 GMT) |
Great! Time to do some merging then. BTW: Whats the timeframe for the GLSL port ??
| Alex Scarborough (May 04, 2006 at 00:01 GMT) |
Edited on May 04, 2006 03:04 GMT
| Alan James (May 04, 2006 at 00:48 GMT) |
Hey thanks, really mean it. I know I sound like Pooh Bear ("a bear of very little learning"), but I had such a cool handle on DRL 1.0 that it's taking a bit for my brain to get around 2.0. I see what you mean there, so when I get home from work I'll give 'er another go! =P
Thanks,
-Alan
| Vin \"japo\" Polston (May 04, 2006 at 02:08 GMT) |
AMD Athlon 64 3500+
1 GB DDR3200 (2,3,2,5)
ATI Radeon x850 XT 256mb PCI-E
just want to see framerates, could report them if u want.
| Alan James (May 04, 2006 at 04:02 GMT) |
Not immediately, but I'm working towards a two level beta 2 release in early summer, more than likely the end of June. I wish I could do it sooner, but I've been swamped with details on the game, and I'd really like to have most of the functional aspects done by then so I can finish content over the next three or so months.
I really don't think I'll hit my IGC release deadline, but it will be pretty darn close and "Code Name: Monster Island" will be crazy better than IGC 2005's build.
- Alan
| Alan James (May 04, 2006 at 05:06 GMT) |
sorry, almost forgot to reply. visible distance 550, fog distance 380. Wanted that one just far enough from the small island to see the entire coastland.
- Alan
| Ajari Wilson (May 04, 2006 at 13:49 GMT) |
-Ajari-
| Alienforce (May 04, 2006 at 16:11 GMT) |
| Simon Benge (May 04, 2006 at 17:24 GMT) |
Available from www.fpscreator.com/index.php?id=43 BTW
| Alan James (May 04, 2006 at 17:47 GMT) |
awww...come on...it was hard enough getting him to play nice in Torque...=) ...well, not really that hard...
Which reminds me it's payday and I was going to get the Animated sprite pack...
- Alan
Edited on May 04, 2006 18:21 GMT
| Aaron Ellis (May 04, 2006 at 19:54 GMT) |
CN:MI is looking better than ever. I want to thank you for alerting us to the new TGE water update. I didn't even know about it until this .Plan. Very cool stuff.
Keep up the good work.
| Alan Hembra (May 04, 2006 at 20:10 GMT) Resource Rating: 5 |
| kingkong (May 05, 2006 at 18:57 GMT) Resource Rating: 5 |
thanks for your great resource.
| Alienforce (May 08, 2006 at 10:10 GMT) |
| Guimo (May 10, 2006 at 23:31 GMT) |
I was looking for a game engine in rder to replace mine and was evaluating many options. I really had my doubts about the TGE overall quality but you have helped me to take my decision.
I would wish you luck in you project but you already have 'quality'.... don't need luck.
I really owe you one.
Guimo
| David Menefee (May 20, 2006 at 17:40 GMT) |
I hate to bug you, but I'm curious: how's it going? Need any help testing the modernization kit? :) I'm sure I speak for the other Mac-o-philes when I say "thank you" for your work on the TGE GLSL port!
Rgds,
Dave
| Alienforce (May 31, 2006 at 00:08 GMT) |
| Nick Thompson (Jul 12, 2006 at 05:32 GMT) |
| Alan James (Jul 14, 2006 at 08:17 GMT) |
No problem, demo won't be for a couple months, but I'll let you know. I'll try to get an email off to you tomorrow if I can!
-Alan
| Alan James (Aug 04, 2006 at 02:12 GMT) |
Edited on Aug 04, 2006 02:13 GMT
| Alexander "taualex" Gaevoy (Aug 04, 2006 at 05:07 GMT) Resource Rating: 5 |
| Matt Vitelli (Aug 06, 2006 at 23:07 GMT) |
| Noah Gomes (Jan 08, 2007 at 20:34 GMT) |
| Alan James (Jan 15, 2007 at 21:11 GMT) |
www.reallyreallygoodthings.com
Hope to finish this this year (along with a couple smaller games we're working on).
| Noah Gomes (Mar 14, 2007 at 07:06 GMT) |
| Alan James (Mar 14, 2007 at 13:18 GMT) |
www.garagegames.com/mg/forums/result.thread.php?qt=58532
| Noah Gomes (Mar 14, 2007 at 19:00 GMT) |
I took six months off from torque
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4.6 out of 5


