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TSE Milestone 4
TSE Milestone 4
| Name: | Brian Ramage | ![]() |
|---|---|---|
| Date Posted: | Aug 17, 2006 | |
| Rating: | 3.7 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Brian Ramage |
Blog post
There are a lot of questions being asked about TSE with the announcement of Torque X and MS4 coming up fast. I thought I'd answer some of them here to clear things up a bit and also show some pretty orc pictures ;)


Thanks to John Kabus for all the lighting work he did to make this possible. Also thanks to Joe Maruschak and Mark McCoy for all painstaking tweaking to the Orc's textures and animations for this demo. Tim Aste has done some pretty cool work with his characters, check up with him for some more screenshots and video of his work. Pat Wilson and Ben Garney also jumped in for some last minute code tweaks on the Orc demo. Hope to get it to y'all soon.
On to the Q/A:
- When is MS4 release?
Sometime soon, not this week though.
- What's going on with TSE after MS4?
Like other launches, we will go through a period of bug fixes based on community feedback and push out some release candidates until we feel it's ready for a full 1.0 release.
- September release?
We're hoping that we'll be ready for a 1.0 release in September. It depends on how solid it's looking. We're not going to release in September unless it's really ready to go.
- Is the TLK included with TSE?
Yes, the TLK is fully integrated with TSE and has some new features like hardware shadowing (including self-shadowing), dynamic lighting with specular and normal mapping support, and HDR/DRL solutions. John can fill you in on the complete rundown of all the cool new features.
- What's going on with OpenGL and fixed function support?
OpenGL will not be supported in the 1.0 release, but we will have OpenGL and fixed function support further down the road.
- What's the status on Atlas?
Atlas is near to becoming "runtime feature complete" that means you'll have everything you need to run Atlas and import terrain from tools like l3dt. Full editor support will not be in for Atlas however in the 1.0 release. Please note that legacy (TGE) terrain runs just fine in TSE, incuding all the editing options. I believe it outperforms TGE's terrain as well, but I haven't actually done metrics to prove it.
- What's the deal with TSE/Torque X?
They are completely separate products with different feature sets. We'll be announcing more information about Torque X when it's closer to release. Torque X is completely C# managed code however, so if you are looking for a C++ solution with shaders, TSE is the only way to go. And of course, you can still go to the 360 with the TSE path with TSE 360.
- Will TSE be standalone when final?
Yes, TSE will be its own product, you won't need to purchase TGE in order to buy TSE. Yes, the price will go up.
- If I buy Early Adopter, will I have to pay extra for updates?
If you buy the Early Adopter version of TSE now, you will not have to pay anything for the full 1.0 update or bugs fixes from then on.
- Are we going to see some new demos we can download?
Yes, although when is a bit uncertain. We should be showing some of the new stuff at PAX coming up next weekend though, so stop on by to check them out.
- Will TSE ship with the Legions demo?
Probably not anytime soon no.
- What's going on with that forest picture on the DSOTD?
We might have an exciting announcement regarding that in the near future ;)


Thanks to John Kabus for all the lighting work he did to make this possible. Also thanks to Joe Maruschak and Mark McCoy for all painstaking tweaking to the Orc's textures and animations for this demo. Tim Aste has done some pretty cool work with his characters, check up with him for some more screenshots and video of his work. Pat Wilson and Ben Garney also jumped in for some last minute code tweaks on the Orc demo. Hope to get it to y'all soon.
On to the Q/A:
- When is MS4 release?
Sometime soon, not this week though.
- What's going on with TSE after MS4?
Like other launches, we will go through a period of bug fixes based on community feedback and push out some release candidates until we feel it's ready for a full 1.0 release.
- September release?
We're hoping that we'll be ready for a 1.0 release in September. It depends on how solid it's looking. We're not going to release in September unless it's really ready to go.
- Is the TLK included with TSE?
Yes, the TLK is fully integrated with TSE and has some new features like hardware shadowing (including self-shadowing), dynamic lighting with specular and normal mapping support, and HDR/DRL solutions. John can fill you in on the complete rundown of all the cool new features.
- What's going on with OpenGL and fixed function support?
OpenGL will not be supported in the 1.0 release, but we will have OpenGL and fixed function support further down the road.
- What's the status on Atlas?
Atlas is near to becoming "runtime feature complete" that means you'll have everything you need to run Atlas and import terrain from tools like l3dt. Full editor support will not be in for Atlas however in the 1.0 release. Please note that legacy (TGE) terrain runs just fine in TSE, incuding all the editing options. I believe it outperforms TGE's terrain as well, but I haven't actually done metrics to prove it.
- What's the deal with TSE/Torque X?
They are completely separate products with different feature sets. We'll be announcing more information about Torque X when it's closer to release. Torque X is completely C# managed code however, so if you are looking for a C++ solution with shaders, TSE is the only way to go. And of course, you can still go to the 360 with the TSE path with TSE 360.
- Will TSE be standalone when final?
Yes, TSE will be its own product, you won't need to purchase TGE in order to buy TSE. Yes, the price will go up.
- If I buy Early Adopter, will I have to pay extra for updates?
If you buy the Early Adopter version of TSE now, you will not have to pay anything for the full 1.0 update or bugs fixes from then on.
- Are we going to see some new demos we can download?
Yes, although when is a bit uncertain. We should be showing some of the new stuff at PAX coming up next weekend though, so stop on by to check them out.
- Will TSE ship with the Legions demo?
Probably not anytime soon no.
- What's going on with that forest picture on the DSOTD?
We might have an exciting announcement regarding that in the near future ;)
Recent Blog Posts
| List: | 01/24/07 - TGEA Milestone 4.2 release 10/30/06 - TGEA Milestone 4 Demo 08/17/06 - TSE Milestone 4 06/07/06 - TSE optimizations 07/26/05 - Plan for Brian Ramage 06/24/05 - Plan for Brian Ramage 02/25/05 - Plan for Brian Ramage 10/25/04 - Plan for Brian Ramage |
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Submit your own resources!| John Kanalakis (Aug 17, 2006 at 19:58 GMT) |
| Dreamer (Aug 17, 2006 at 20:11 GMT) |
Quote:
- What's going on with OpenGL and fixed function support?
OpenGL will not be supported in the 1.0 release, but we will have OpenGL and fixed function support further down the road.
May I ask as to why this is being pushed yet again further down the road? It makes it impossible for Mac and/or Linux users to use the products they purchased. And the fact that it was on the milestones list prior to a 1.0 was the primary reason I purchased way back when I did.
I mean I'm glad that you guys are getting some products out the door and all, but game engines for Windows are a dime a dozen now. It seems like you guys are moving further and further away from supporting what I view as your primary strength, being crossplatform.
This is the second or third, product you guys have announced early on would be cross platform, but then decided to make windows only for instance, TGB.
Anyways congrats on the release, but honestly I'ld like to see GG focus on the Mac and Linux support for a little bit. Where has that gone?
Regards,
Dreamer
Edited on Aug 17, 2006 20:12 GMT
| Kory James (Aug 17, 2006 at 20:11 GMT) |
| John Kabus (BobTheCBuilder) (Aug 17, 2006 at 20:22 GMT) |
Dreamer, we needed to complete the 1.0 feature set first to finalize the GFX system before starting the OpenGL version. The lighting system in particular makes heavy use of the GFX system and required changes to it.
As TSE is getting ready for 1.0 our options are; release 1.0 and then work on OpenGL support, or hold back 1.0 until OpenGL support is complete. I think most people prefer having 1.0 released, so they can start to use its features in their projects. ;)
Edited on Aug 17, 2006 20:22 GMT
| Scott Burns (Aug 17, 2006 at 20:24 GMT) |
Quote:
- What's going on with that forest picture on the DSOTD?
We might have an exciting announcement regarding that in the near future ;)
That pic looked an awful lot like Ben Garney's Forest Pack to me.
| Jeff Tunnell (Aug 17, 2006 at 20:45 GMT) |
Here are the requirements from the product page:
Windows 2000/XP
Pentium 1 GHz
256 MB RAM
DirectX 9 Compatible 3D Graphics Accelerator - WITH LATEST GRAPHICS DRIVERS
Anywhere you see TSE mentioned and the little requirement icon is present, it says Windows. There is no little apple or penguin.
Also, do we have other products that are not OpenGL other than Marble Blast Ultra on the XB360 or TorqueX? TGB is NOT Windows only.
Cross platform in this day and age is a lot more about PC, consoles, hand helds and mobile than it is Win, OS-X, and Linux. We are working to make these platforms available to Indies, and we are making a lot of progress in that area. We have stated that we are backing away from internally dedicating resources to Linux and gave a lot of reasons why that is.
I am trying not to be unsupportive here, so please do not take this as a flaming response. Dreamer, if you truly feel you have been wronged, contact benjaminb at garagegames dot com and we can take this discussion off line.
@Kory: Just to be sure, that amazing forest solution is not native in the engine. Watch for upcoming announcements.
-Jeff Tunnell, GG
| Jesse McKinney (Aug 17, 2006 at 21:08 GMT) |
Edited on Aug 17, 2006 21:08 GMT
| Jonathon Stevens (Aug 17, 2006 at 21:11 GMT) |
On the other hand, I DO agree with you that GG should still focus on having cross platform mean OS's and not just physical platform. It just goes along with the theme of Indies to cover all bases when the indie might not be able to afford a 2nd computer just to get a Windows OS.
| Keith Frampton (Aug 17, 2006 at 21:15 GMT) |
You guys need to remove/fix this link from the TSE FAQ. It's what I (& probably many other Mac/Linux folk) have been assuming about OpenGL support for TSE.
It states:
Will TSE run on Mac and Linux?
OpenGL support (and thus Mac and Linux support) will be implemented before the final version of TSE ships.
Now... I'm not trying to argue otherwise of course, but it does lead to the confusion. I'm happy to see mention of it in the post above that you will have it further down the road. I'll probably purchase it before it goes out of EA based on this, so I don't end up paying a lot more when it's done.
| Jeff "Reno" Raab (Aug 17, 2006 at 21:19 GMT) |
Ultimately, if it's so critical that you need OGL support for TSE, it is possible to add it in yourself, but it's going to be complicated. This is where the tradeoff of letting GG do it for you comes it. You wait for it, but save yourself the hassle.
Now then, as for TSE MS4 itself, i have to say looks mighty fine, kudos to John and everyone at GG :p
Fluffy is now my desktop picture. :)
| Pat Wilson (Aug 17, 2006 at 21:21 GMT) |
| Steve M (Aug 17, 2006 at 21:48 GMT) |
Steve
Edited on Aug 17, 2006 22:03 GMT
| Brian Ramage (Aug 17, 2006 at 22:08 GMT) |
Edited on Aug 17, 2006 22:08 GMT
| Billy L (Aug 17, 2006 at 22:16 GMT) |
And the lights on that orc is the best i have seen so far,nice work all .
| Michael Cozzolino (Aug 17, 2006 at 22:20 GMT) |
Ooh shooting for a release a whole month before I predicted. Yay.
@ Jesse DSOTD is Development Snapshot of the Day. It's the TSE milestone 4 announcement. IIRC it is the lower right pic.
| Timothy Aste (Aug 17, 2006 at 22:23 GMT) |
| John Kabus (BobTheCBuilder) (Aug 17, 2006 at 22:32 GMT) |
If you would like the same lighting system in TGE you'll need a TLK for TGE license. I think you're already a TLK licensee - check out this thread for TLK specific info and questions/answers. Feel free to post any additional questions you have in the thread and I'll be happy to answer them.
Edited on Aug 17, 2006 22:32 GMT
| Jonathon Stevens (Aug 17, 2006 at 22:50 GMT) |
@everyone - I think maybe wording the TLK issue differently will help clear up some confusion as I'm seeing the same questions over and over. There is no TLK for TSE. TSE's lighting system has been built by John based on TLK for TGE. There is no TLK product for TSE or anything, it's just that the lighting that TSE now uses is comparable (actually better) to TLK.
If you are going to build games in TSE, don't even worry about TLK, just buy TSE. If you are going to build games in TGE, then buy TLK as TLK is a TGE related product. Make more sense now?
| Mincetro (Aug 17, 2006 at 23:58 GMT) |
| Jacopo De Luca (Aug 18, 2006 at 00:21 GMT) |
There was no TLK for TSE. How could anyone buy something that not exists?
TLK is for TGE only.
| Jeremiah Fulbright (Aug 18, 2006 at 00:33 GMT) |
I am curious why the push to go ahead with a September release which would put at a month or a bit more, of time to optimize or bugfix (which isn't that long in most cases
| Brian Ramage (Aug 18, 2006 at 00:57 GMT) |
| Kory James (Aug 18, 2006 at 01:58 GMT) |
And i just purchase TSE and i was wondering if the coding is alot different from torque engine because i have The Game Programmer's Guide to Torque and i was wondering if alot of the coding in that book would work for the Shader?
thanks for your time
| Chris \"C2\" Byars (Aug 18, 2006 at 03:19 GMT) |
Quote:
- What's the deal with TSE/Torque X?
They are completely separate products with different feature sets. We'll be announcing more information about Torque X when it's closer to release. Torque X is completely C# managed code however, so if you are looking for a C++ solution with shaders, TSE is the only way to go. And of course, you can still go to the 360 with the TSE path with TSE 360.
| Jonathon Stevens (Aug 18, 2006 at 04:55 GMT) |
TXE (TorqueX) - This is a C# engine for building 2D and 3D games for the PC AND XBox which uses the Microsoft XNA platform. C# is much easier and much faster to work with. You can't sell games on XBox Live Arcade with this option.
TSE 360 (NOT TSE) - This is a C++ engine for building 3D games for the XBox using C++ and DirectX. This is what you'll use if you want to sell your games on XBox Live Arcade. If you want a TSE 360 license, you have to contact GG as it's not just sold to anyone.
| Juha Eerola (Aug 18, 2006 at 05:27 GMT) |
| Vashner (Aug 18, 2006 at 05:39 GMT) |
hum. 4 ? :)
| Harvey Greensall (Aug 18, 2006 at 08:23 GMT) |
I know this isn't a place for specific questions about TSE, but could you or anyone just clarify how the water now works in TSE. Does it now work like the water in TGE, ie. If you fire a bolt into it does it have a splash particle, or if your player/vehicle runs/drives through it, do you trail 'foam particles' as you would in TGE?
I only ask as it would be the only thing stopping us from switching to TSE for our current project ( and we really want to go TSE with it ), but also it really helps to sell the water for our future titles too.
We can't wait to get our hands on it though, massive congratulations to all involved, it looks a million dollars.....literally. 8)
| Martin Schultz (Aug 18, 2006 at 08:26 GMT) |
Regarding the issues left:
Have you checked if Atlas now works in dedicated mode? I reported this a while ago as it stopped working since MS 3.5.
| Kory James (Aug 18, 2006 at 08:28 GMT) |
thanks again
| Nick Zafiris (Aug 18, 2006 at 10:05 GMT) |
Quote:
There was no TLK for TSE. How could anyone buy something that not exists?
TLK is for TGE only.
It was planned, so there are people that bought TLK for TGE with the intention to have free access to TLK for TSE when it came out. Don't matter anymore. What matters is we'll be getting TSE and lighting sooner than expected!
Awesome work guys! We'll be porting our game over to TSE this fall!
Nick
| John Kabus (BobTheCBuilder) (Aug 18, 2006 at 10:43 GMT) |
Nick, it was promised that you would not have to pay for an upgrade to get Synapse Gaming's TSE based lighting system (what was then called TLK for TSE), and we've remained true to our word.
| Stefan Lundmark (Aug 18, 2006 at 11:03 GMT) Resource Rating: 2 |
I get the impression that OpenGL support has been delayed, but not canceled. Can we count on that it will make it into TSE at some point after 1.0?
Crossplatform and terrain editing abilities. These are, according to you, going to make it in after 1.0. Now, will that update be included in the price we payed for TSE or do we need to pay an additional fee?
| Juha Eerola (Aug 18, 2006 at 11:50 GMT) |
I think they said that you get the upgrades for free :)
| Martin Schultz (Aug 18, 2006 at 12:09 GMT) |
Edited on Aug 18, 2006 12:12 GMT
| Ian \"Xest\" Winter (Aug 18, 2006 at 12:10 GMT) |
- OpenGL support
- Atlas editors
- Legions demo as a starter.fps replacement
Whilst I don't mind too much if these features are delayed, what really bothers me is that the lack of these features in the 1.0 release combined with GG's previous announcement that updates to TGE and such would no longer be free begs the question, will these features that we were previously led to beleive we'd get under the early adopter price now end up being in a later release of TSE, i.e. 1.1 that we will have to pay extra for?
I'd be greatful if someone from GG can clear this up as if it is the case that we're going to have to pay extra for these features then I feel severely cheated by GG. I sincerely hope these features (and potentially others I can't remember right now) are going to be made available free of charge even if not for the 1.0 release.
| Jacopo De Luca (Aug 18, 2006 at 12:16 GMT) |
Quote:
It was planned, so there are people that bought TLK for TGE with the intention to have free access to TLK for TSE when it came out.
My fault. Didn't knew that. Sorry, Mincetro!
@John Kabus
When MS4 will be released, will we have some docs about the lighting system? Information about, for example, how many dynamic lights the system will support for a given scene?
| John Kabus (BobTheCBuilder) (Aug 18, 2006 at 12:55 GMT) |
I'll be porting the TLK documentation to TDN shortly after the MS4 release, so for the first week you might have to wing it, but the lighting system is very easy to use (it's all gui-based). Also I'll try to port the documentation in order, so the basics are posted to TDN first. If you have any questions in the meantime though just ask in the TSE forums and I'll be happy to help out.
| Jacopo De Luca (Aug 18, 2006 at 13:05 GMT) |
Quote:
I'll be porting the TLK documentation to TDN shortly after the MS4 release, so for the first week you might have to wing it, but the lighting system is very easy to use (it's all gui-based). Also I'll try to port the documentation in order, so the basics are posted to TDN first. If you have any questions in the meantime though just ask in the TSE forums and I'll be happy to help out.
Nice! Thank you, John.
| Martin Schultz (Aug 18, 2006 at 15:15 GMT) |
| Tim Heldna (Aug 18, 2006 at 15:34 GMT) |
Quote:
A gui based lightning system? Wooah! Could you post a screenshot? How does that look?
It's not that exciting =)
It's just a GUI that lets you add and adjust lights within the mission editor.
Here's what it looks like in TGE TLK

| Stefan Lundmark (Aug 18, 2006 at 15:59 GMT) Resource Rating: 2 |
Quote:
I think a lot of people are misreading previous comments - based on the threads I've seen and the comments made by GG only TGE will require an upgrade. And that is after 6+ years of free updates and at least 5 versions (that I've been around for). TSE is only just making it out of EA, why would you need to pay for an upgrade?
Thanks for clearing it up, John.
| Martin Schultz (Aug 18, 2006 at 16:03 GMT) |
| Tim Heldna (Aug 18, 2006 at 16:16 GMT) |
It's a demo level that we will be releasing to promote a weapon pack that we're working on. The purpose of this is so that people can try before they buy, within a Torque environment.
I'm not the most exciting Torque user however feel free to browse my profile if you require any information about my adventures with Torque.
- Tim
| Geoff \'Got Haggis?\' Rowland (Aug 18, 2006 at 17:19 GMT) |
| Brian Ramage (Aug 18, 2006 at 18:11 GMT) |
@Stefan - I'm 90% sure we're going to have OpenGL in TSE. That's the way it's looking right now, but every time I say something like this, things shift internally, so I can't go 100%. It is a pretty high priority though.
@Geoff - It's a matter of getting the time to clean it up and get it running properly. If we can't get the time, then maybe it will be released as a resource or a standalone project or something. Talk to Tim Aste, he's the man with Legions.
@Martin - Not sure what the status of Atlas is in dedicated server mode, I'll talk to Ben and we can run some tests.
Edited on Aug 18, 2006 18:14 GMT
| Kory James (Aug 18, 2006 at 19:23 GMT) |
Edited on Aug 18, 2006 21:40 GMT
| Martin Schultz (Aug 18, 2006 at 19:28 GMT) |
Brain = Brian. Anyway, both is right. Brian = Mr. Brain ;-)
| Kory James (Aug 18, 2006 at 19:30 GMT) |
| David Menefee (Aug 18, 2006 at 23:14 GMT) |
Thanks and kudos for the great work!
| Timothy Aste (Aug 18, 2006 at 23:25 GMT) |
| Jonathon Stevens (Aug 19, 2006 at 01:18 GMT) |
| David Menefee (Aug 19, 2006 at 02:53 GMT) |
There is lack of clarity in the GG statements concerning the final price of TSE. We have always known that the product would go up in price for v1.0: by $45. The website states that the early adopter's price, $150 for TGE owners, would go up so that TGE licensees would pay $195, and it further states that the v1.0 product will be available standalone for $295. What I would like to know is whether the final price is going to go up more than that. That's all I need to know.
If so, I will be more inclined to go ahead and pay for the EA release, even though I do not own a Windows PC and would have to wait til a version of TSE is released that will run on Macs.
If not, then I will wait.
| David Menefee (Aug 19, 2006 at 02:55 GMT) |
| David Dougher (Aug 19, 2006 at 12:53 GMT) |
As I read this, editing for Atlas 2 terrain will not be feature complete, but at least some editing will be possible. Is this correct? I know that there are many editing features in the TGE version of the editor that are not currently present in the TSE version, but placement of objects, for example, is. To be very specific, since we are working with very large terrains will the editor have at least the minimal ability to adjust the height of specific portions of the terrain?
I say this becuase the alternative is not practical for development. It would require that you preserve your previous L3DT rendering of the terrain and convert from L3DT to a greyscale heightmap, manually locate a single point on a potentially extremely large terrain, edit the hieght of that point and surrounding points manually using something like photoshop, reimport the terrain into L3DT, regenerate the entire terrain again with lighting, watermaps, and terrain textures for the whole terrain, re-export the lightmap, heightmap, and texture file from L3DT, import and convert all three into a new Atlas terrain file and go see if your change was correct.
I can live without built in fractal terrain generators in the terrain editor and many of the other niceties like multiple texture layers painted on the terrain, but I need to be able to raise and lower the height of specific pieces of the real estate and save my changes in a clean fashion. Will this be possible?
| Brian Ramage (Aug 21, 2006 at 18:09 GMT) |
@David D - we are aware that not having editing controls for Atlas is a pain in the ass. We're going to have it in there ASAP, but unfortunately it's not going to make it in time for the 1.0 release. Full editing support (same as TGE) is available for legacy terrain.
| David Menefee (Aug 21, 2006 at 18:46 GMT) |
| Todd "zaz" Koeckeritz (Aug 21, 2006 at 19:07 GMT) |
@GG: Gratz on the milestone and upcoming release.
I'll be purchasing when TSE supports OpenGL.
| Martin Schultz (Aug 21, 2006 at 19:19 GMT) |
| Sumner Mccarty (Aug 21, 2006 at 21:11 GMT) |
I need a cross platform solution, but love TSE.
I can use TGE +this+that, etc... but TSE on Mac and Linux...
who wouldn't want that?
Please, please, please, please, please...
I need it within one year... no pressure... just DON'T drop it from the plan
Cheers!
:)
Sumner
| Guimo (Aug 24, 2006 at 00:33 GMT) |
Now... I see TSE handles shadows but not sure if it supports self shadowing... I mean... after looking the picture I see the shadow of one finger over the sword blade but I can't see self shadowing in the greaves considering the light direction.
Will TSE support volume shadows or shadowmaps? Volume shadows are better in many situations but can't handle slpha maps (tree leaves) that well and in case of shadow maps will it support perspective shadow maps?
Luck!
Guimo
Edited on Aug 24, 2006 00:41 GMT
| Stefan Lundmark (Aug 24, 2006 at 14:28 GMT) Resource Rating: 2 |
Just wow. Guess you cant please everyone.
| Jonathon Stevens (Aug 24, 2006 at 18:05 GMT) |
| Morrie (Aug 26, 2006 at 17:12 GMT) |
| Mincetro (Aug 27, 2006 at 02:45 GMT) |
| John Kabus (BobTheCBuilder) (Aug 27, 2006 at 04:14 GMT) |
The Synapse Gaming lighting system is included in TSE, however your TLK license provides you the same tools and lighting models for TGE - giving you a distinct advantage over other developers, and thats well worth the money (imo).
| David Wilmot (Aug 28, 2006 at 12:59 GMT) |
@Brian: Does MS 4 support shaderized particles? -well?
| Guimo (Aug 29, 2006 at 03:26 GMT) |
My interest in the subject is because I decided to switch to TSE in order to stop thinking about programming my engine and program my game. I decided to use something powerful as the TGE. I supposed that the TSE was a way to solve my shadowing and network problems.
If anyone cares, in my game engine (www.warscale.com) I use shadowmaps. I discarded shadow volumes as they just couldn't handle tree leaves they way we wanted (by the algorith nature we ot horrible polygons). But shadowmaps in order to work fine require to be programmed as perspective shadow maps. I used simple shadowmaps and the shadows got 'pixelated' as you can see in some of the shots.
So, I really don't know if the TSE will handle this issues. I hope so. I would like to get a full shading engine not just a TLK hack. I would like to be able to switch from shadow volumes to shadowmaps and/or to handle self shadowing. I hope GG can get this working.
Luck!
Guimo
P.S. Sorry if this comments hurt anybody but I really feel this subject its important. If you consider this should be treated somewhere then please tell me where.
| John Kabus (BobTheCBuilder) (Aug 29, 2006 at 03:41 GMT) |
| Bobby Leighton (Aug 29, 2006 at 16:17 GMT) |
Bobby Leighton
| Brian Ramage (Aug 29, 2006 at 18:56 GMT) |
Yes the orc is self-shadowed.
Edited on Aug 29, 2006 18:57 GMT
| Martin Schultz (Aug 29, 2006 at 19:05 GMT) |
| Trenton Shaffer (Aug 30, 2006 at 07:37 GMT) |
Again I want to say THANKS again GG and John. THANKS to the GG community for making things what they are now. THANKS to all the noobs out there for making GG the place to start in the game programming world, take it slow, its a big world. THANKS to all that have contributed resources to GG over the years and help make the GG products what they are today. THANKS to all that have contributed in any other way or otherwise shared their ideas and thoughts. You all have helped me improve and refine my game coding skills to a level I never thought possible.
-Trent
| Marcus (Aug 31, 2006 at 22:56 GMT) |
I actually hope that it isn't though. I hope that it is a solution done by GG. I don't want to pay the $9,000 price tag to SpeedTree.
Edited on Aug 31, 2006 22:57 GMT
| Mincetro (Sep 01, 2006 at 00:58 GMT) |
| Morrie (Sep 01, 2006 at 01:19 GMT) |
| Marcus (Sep 01, 2006 at 03:55 GMT) |
| Affectworks (Sep 01, 2006 at 12:51 GMT) |
| Nick Zafiris (Sep 01, 2006 at 12:57 GMT) |
| Martin Schultz (Sep 01, 2006 at 14:00 GMT) |
| Nick Zafiris (Sep 01, 2006 at 14:36 GMT) |
| Phil Carlisle (Sep 02, 2006 at 14:09 GMT) |
There are some issues we're working out with regard to functionality that came up when we started doing some more useful real world tests, so its taking a bit longer than expected.
As with everything developed "in our spare time", its unpredictable in nature. But I can say that once I'm free of my current contract job, I'm going to have a bunch more time to work on things like the AI pack. Luckily, the other guys are working on it while I'm tied up a bit.
| Albert Steckenborn (Sep 06, 2006 at 13:47 GMT) |
| Matt Vitelli (Sep 06, 2006 at 13:54 GMT) |
| Kevin Johnson (Sep 06, 2006 at 21:17 GMT) |
@ David Wilmot - do a resource search for "shader enhanced particles" ;)
| David Wilmot (Sep 18, 2006 at 06:44 GMT) |
| David Wilmot (Sep 18, 2006 at 06:45 GMT) |
| Picasso (Jan 02, 2007 at 17:33 GMT) Resource Rating: 5 |
I don't wonna buy EA now , i don't want updates , i want the final version.
When ?
Price ?
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3.7 out of 5


