Game Development Community

Torque 3D Development - Lighting, Terrain, and Cloth

by Brett Seyler · 06/18/2009 (10:46 am) · 85 comments

www.ggbetas.com/brett/header_blog_t3d_dev-1.png

With Beta 3 just around the corner, I wanted to share with you guys a collection of recent highlights from the Torque 3D dev team. They're making incredible progress and everything you see here will be in next week's release. There's so much here, I'm going to let what's below speak for itself. Enjoy...


Advanced Lighting Tutorial from Lara Engebretson





Normal and Parallax Mapped Terrain from Sickhead


detail-880

Detail Map


detail-normal-880

Detail and Normal Maps


detail-normal-parallax-880

Detail and Normal Maps plus Parallax


high-fi-terrain-880

Nice Hifi Terrain!




Player Ripple Particle Effect from Sickhead and Todd Pickens


ripple-shader-880




DIF --> Collada from Matt Fairfax


farm4.static.flickr.com/3308/3638056486_ecf7fc6eae.jpg

From Torque 3D


farm4.static.flickr.com/3352/3638056496_a1c9c25f32.jpg

Burg DIFs in 3ds Max


PhysX Cloth from Sickhead





PhysX 2009-06-17 Cloth 3           PhysX 2009-06-17 Cloth           PhysX 2009-06-17 Cloth 2


If you're ready to move to Torque 3D, you can still get the pre-order discount.

$100 OFF Torque 3D pre-order discount

This discount will expire when we've released a final version of Torque 3D. If you're already a Torque 3D owner, congrats! Please remember to post your Beta 2 feedback in Torque 3D Private Forums. Thanks!

More development blogs to come. This is post #24.

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.

#41
06/19/2009 (6:09 pm)
The shadows work fine as far as I've been able to tell. Probably any "lagginess" in their update is due to the fact that the cloth isn't interpolated, than anything actually having to do with the lighting/shadowing itself.
#42
06/19/2009 (6:21 pm)
I am Waiting...waiting....and waiting....again..........again*N.....
#43
06/19/2009 (6:59 pm)
Again I ask (for the third time... Hopefully someone will answer this time)

Can I see a small video of the new terrain normal maps/parallax thing? I want to see it from multiple angles, because I want to know if it is 3d... A single screenshot does not really give me much detail on that.
#44
06/19/2009 (7:42 pm)
@Tyler - not quite what you want, but it's gonna look similar to this. Especially since the same people who made this 8 months ago, made the one for T3D.

#45
06/19/2009 (8:16 pm)
@Szzg007: Our developers are working overtime on Beta 3. We're trying to get that to you as quickly as possible! :)
#46
06/19/2009 (9:21 pm)
@Joseph: I've got an old Core2Duo 6400 machine with an 8800 GTS card.
#47
06/19/2009 (11:00 pm)
Alright! I don't know if this is trivial or everyone is overlooking this aspect but is the torque 3D multithreaded . As far as i see any game engine without multithreading today is kind of useless for commercial purpose.
#48
06/20/2009 (12:57 am)
@Tim

That is EXACTLY what I was hoping for... It's like relief mapping...

One question though: Does it require more faces loading? Or is it a neat trick to make it look 3d?
#50
06/20/2009 (2:20 am)
I'm wondering that as well Aditya. :)
#51
06/20/2009 (5:21 am)
A little something more from Sickhead for the weekend :)

#52
06/20/2009 (5:24 am)
Sickhead Rocks!
#53
06/20/2009 (1:28 pm)
Yes, that's very cool.

Question: Is the Datablock Editor scheduled for Beta 3 or later?
#54
06/20/2009 (2:07 pm)
its really wonderfull what the Sickhead guys are doing with physx,
but will any of the really basic physx problems be adressed in beta3?
and if not, will they be adressed at all?
I'm talking about if you have a physx enabled level, you have no collions with vehicles, so you cant mount and drive,
and the vehicles have no direct collisions with projectiles.
#55
06/20/2009 (4:44 pm)
farm4.static.flickr.com/3352/3638056496_a1c9c25f32.jpgThis is DIFs in max? new tool?
@Deborah Marshall
I know..thanks GG's developers work very hard. Should pay attention to good health. Not too hard.

@Brett Seyler
That is sooooooo cool...
What make that? slime?
#56
06/20/2009 (5:44 pm)
@Szzg007, it's a new part of T3D... you can export files out of T3D to Collada
#57
06/20/2009 (7:40 pm)
SO..Output file is *.DAE or *.DIF?
I think DAE file with DTS is now no distinction between in T3d beta2 and 1
hope see beta3...
when can download in my account?
#58
06/20/2009 (7:57 pm)
We will make sure to announce it when Beta 3 goes live.
#59
06/20/2009 (8:11 pm)
when?
#60
06/20/2009 (8:34 pm)
When it's done.