Previous Blog Next Blog
Prev/Next Blog
by date

Plan for Trent Polack

Plan for Trent Polack
Name:Trent "mittens" Polack
Date Posted:Jul 15, 2005
Rating:4.0 out of 5
Public:YES
Comments:YES
RSS Feed:GarageGames Blog feedor Subscribe with .
Profile Page:View profile page for Trent "mittens" Polack

Blog post
I've been spending the last few days with the the Torque Game Engine, and I must say, this is some of the most fun I've had programming in a very long time. Here's a quick run-through of the things I've been playing with over the last few days...
I've been spending the last few days with the the Torque Game Engine, and I must say, this is some of the most fun I've had programming in a very long time. Here's a quick run-through of the things I've been playing with over the last few days. Of note, though, is that I haven't stayed up this late in a while, so I may not be quite as witty (read: less than zero), verbose (no treatise on immersion :(), nor creative as I may [or may not] usually be.

The first thing I did with Torque was, naturally, play around with its terrain editor and particle editor. After about an hour of playing around with the editor, which has a built-in texture blender that can blend up to six 256x256 resolution textures (this 256x256 is a limit which made me angry) and having a lot of fun trying to figure out the particle editor without having so much as a clue as to what the various parameters did, I came up with this image:

[image]http://polycat.net/gallery/albums/earlytorquetests/particle1.sized.jpg[/i...

The particle editor in Torque was surprisingly capable and powerful, though maybe not quite as powerful as the Max Payne 1/2 particle editors, nor as some of the particle engines I've cooked up over the years, but this will certainly do. And it will certainly do better as I update it. One really nice thing is that the editor already has support for a relatively large number of animated textures for the particle sprites (if I remember what I read correctly, it can support up to 5^6 animated textures for particles).

After playing with the particles and terrain, I set up an empty project in VS.NET 2k3 for all the various script files for the project I was working on at the time. It's a fairly large image (height-wise), so I don't want to post it here, but it's there if you want to take a peek at it.

Throughout yesterday and today, I was working with the GUI system to create a slightly more aesthetically-pleasing look for the game's option screen, and though I haven't started work on fine-tuning the rest of the GUIs yet, they do operate off certain parameters/images that I altered while playing with the look of the options window. I still have yet to finish my tweaking of this window, since I had gotten sidetracked, but eventually I'll be adding transparency to every GUI window as well. Here are a couple shots of the options window (left being the original look, middle being a rough draft, the third/final image being the near-current state of the options GUI):

[image]http://polycat.net/gallery/albums/earlytorquetests/originalgui.jpg[/image... [image]http://polycat.net/gallery/albums/earlytorquetests/rough_newgui1.jpg[/ima... [image]http://polycat.net/gallery/albums/earlytorquetests/rough_newgui2.jpg[/ima...

What I got sidetracked with was the build of the Torque Shader Engine (I am now officially near-broke with just enough money to cover the first month's rent of my house for school this fall) that I decided to buy, going against my previous claim that I wanted to upgrade the engine with an entirely unique shader system of my very own (instead I'll just be working on a dynamic lighting and shadow system of my own). This decision came from the fact that I got an actual game idea in my head that I plan to flesh out and create a prototype level for all in the next six months. The screenshot below is the first build of the engine where I finally (only after about an hour of work) got the FPS demo from the first screen in this post working with the TSE:

[image]http://polycat.net/gallery/albums/earlytorquetests/tse_firstbuild.sized.j...

Yeah, it's a bit screwed-up. I may have to fix that.

If I didn't have class tomorrow, I would almost certainly be able to stay up all night just playing with the engine. I'm having an absolute blast with this. Another update tomorrow night.

Recent Blog Posts
List:09/06/05 - Plan for Trent "mittens" Polack
08/08/05 - Plan for Trent "mittens" Polack
07/30/05 - Plan for Trent "mittens" Polack
07/20/05 - Plan for Trent "mittens" Polack
07/19/05 - Plan for Trent "mittens" Polack
07/16/05 - Plan for Trent "mittens" Polack
07/15/05 - Plan for Trent Polack

Submit ResourceSubmit your own resources!

Chris Calef   (Jul 15, 2005 at 06:10 GMT)
wow, the "negative building" is pretty cool...

sounds like you had a productive night!

Joshua Dallman   (Jul 15, 2005 at 16:05 GMT)
sounds like you're having fun and will keep busy!

Quote:

this 256x256 is a limit which made me angry
keep in mind that this can be changed to whatever you want, justl like you can increase it to more than 6, just have to get into the source...

Trent "mittens" Polack   (Jul 15, 2005 at 16:30 GMT)   Resource Rating: 5
I have the source, and I realize anything can be changed; though I was told the blender wasn't exactly designed with larger texture resolutions in mind (which is why I was angry), and can be a bit of a bitch to change.

Though I'll have to update the terrain engine anyway, since I prefer the TGE one to the Atlas one (I don't see why an FPS would not a very, very high-resolution terrain engine, to be honest. I can see using Atlas for environmental effects (like using it for "off in the distance" scenery), but that's about it. It'd be great for a flight sim or something though.

Joseph Euan   (Jul 15, 2005 at 19:34 GMT)
Trent, theres a resource on the site that allows you to have 12 textures.

Good to see your having fun.

Trent "mittens" Polack   (Jul 15, 2005 at 21:01 GMT)   Resource Rating: 5
The texture number limit is really what is bugging me; as of now, I have no use for 12 textures. The resolution is what's a tad bit annoying. I'll play with that tonight though.

Matt Fairfax   (Jul 15, 2005 at 21:15 GMT)
Atlas is *much* higher res than the TGE terrain. There is nothing stopping you from taking a 32kx32k texture and applying it to a terrain the same size as a TGE terrain (1kmx1km) which would give you an absolutely insane texel density.

Trent "mittens" Polack   (Jul 15, 2005 at 21:18 GMT)   Resource Rating: 5
Texture size should be independent of the resolution of the terrain data set; also, I don't want to use Atlas. While it looks insanely pretty, I think it's just overkill for what an FPS game would ever need unless, of course, you want the game to take place in a ginormous outside world... Which I may eventually do, but as now I simply don't need my demos/prototypes running on such a gigantic and high-poly terrain mesh.

You must be a member and be logged in to either append comments or rate this resource.