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Torque 3D Development - Wetness & Precipitation

by Brett Seyler · 01/19/2009 (2:17 pm) · 46 comments

static.garagegames.com/static/pg/blogs/jason-hetu/Torque-3D_Development-Blog-Header.png
After last week's pricing / licensing stuff, I'm looking to get us back on the dev train. Probably no better way that introduce you all to Gerhard Botha.

Gerhard's blog drew a lot of attention from TGEA users last Fall. With just 8 posts in about 3 weeks, Gerhard woke a lot of people up to what was possible with TGEA and modern rendering techniques.

My first thought on reading Gerhard's blog was "brilliant!" Using shader model 3.0 and adding multiple render passes, he demonstrates what's possible at the high end of Torque performance with good hardware. This is something GG has never really done before for Torque demos because we've been so concerned about supporting lower-end hardware and backward compatibility. Given a chance to take those 'cuffs off and stretch Torque's legs, I couldn't resist asking Gerhard to contribute to Torque 3D.


68.233.5.139/~transfer/brett/gerhard-map-rounded-bordere.png

I got in touch with Gerhard after his first TGEAE post and asked if he'd be interested in working with us directly on Torque 3D. At the time, we had our own plans for improving Torque's rendering capability and performance, so I was anxious to get his feedback and to see if he thought his ideas were compatible with out own.

Today both Gerhard and Ruan West (his partner-in-crime artist who I'll profile later) are working pedal-to-the-metal on Torque 3D. Their work will culminate in a number of high-end demos (and perhaps one that encompasses them all) that we'll be showing at GDC.


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Gerhard's Bio

"I am the head of software development in South Africa for an England based company developing software and hardware solutions for fatigue testing and structural analysis for the automotive and aerospace industries. My weekend hobby is the development of plugins for 3D Studio Max as well as the development of advanced gaming features and shaders for Torque. I am currently working on some AI and advanced shaders for Torque 3D which includes:

www.rustycode.com/matt/bp.jpg Screen Space shaders (Ambient Occlusion (SSAO), Bloom, Depth of field, Geometry smoothing. Motion blur)
www.rustycode.com/matt/bp.jpg GPU cloth dynamics.
www.rustycode.com/matt/bp.jpg GPU simulated water effects.
www.rustycode.com/matt/bp.jpg GPU soft particles.
www.rustycode.com/matt/bp.jpg GPU soft/rigid body dynamics.
www.rustycode.com/matt/bp.jpg Dynamically destructible objects.
www.rustycode.com/matt/bp.jpg Computational intelligence algorithms for AI usage.
www.rustycode.com/matt/bp.jpg Multi-pass deferred CustomMaterial shaders."



It's one thing to talk about all this stuff of course. It's quite another to see it. Below is just the barest glimpse at what's to come.




More development blogs to come. This is post #7.

Torque 3D development blogs:




About the author

Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.

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#41
05/23/2009 (5:10 pm)
where can download the level scene in my T3d beta2?
#42
05/25/2009 (12:58 pm)
Will theSkin-shader-subsurface-skin-scatter be add into T3D or will Gerhard have a genre kit?

thanks
#43
11/25/2011 (12:45 am)
<raised from the dead>

Whatever happened to this wetness & precipitation? T3D needs this.
#44
11/25/2011 (1:38 pm)
Yes!! Big +1 for me :-D :-D
#45
11/25/2011 (3:24 pm)
@Michael - The original code from the demo was written for TGEA's renderer. Once we got our hands on the code, we discovered it was not possible to port to Torque 3D.
#46
11/28/2011 (3:46 am)
I see. What a shame, that looked quite good.
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