Torque 3D Development - Lighting, Terrain, and Cloth
by Brett Seyler · 06/18/2009 (3:46 am) · 85 comments

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 Map

Detail and Normal Maps

Detail and Normal Maps plus Parallax

Nice Hifi Terrain!
Player Ripple Particle Effect from Sickhead and Todd Pickens

DIF --> Collada from Matt Fairfax

From Torque 3D

Burg DIFs in 3ds Max
PhysX Cloth from Sickhead

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:
- Post #1 - Kickoff
- Post #2 - Apparatus and Warrior Camp
- Post #3 - Luma's racing kit
- Post #4 - Josh Engebretson and Web Publishing
- Post #5 - Pricing and Licensing
- Post #6 - Pricing and Licensing CONTINUED
- Post #7 - Wetness & Precipitation
- Post #8 - Screeen Space Ambient Occlusion (SSAO)
- Post #9 - Matt Langley and the Torque Launcher
- Post #10 - Chris Robertson and Collada
- Post #11 - Depth of Field
- Post #12 - Advanced Lighting
- Post #13 - Soft Particles
- Post #14 - World Editor
- Post #15 - Pricing and Licensing ANNOUNCED!
- Post #16 - GDC Live Edition
- Post #17 - River & Road Editors
- Post #18 - Beta is UP!
- Post #19 - Light Rays, Undercity, and the Material Editor
- Post #20 - Mass Market Hardware
- Post #21 - Beta: Part Deux
- Post #22 - Marching Towards Beta 3
- Post #23 - pureLIGHT
- Post #24 - Lighting, Terrain, and Cloth
- Post #25 - Beta 3!
- Post #26 - Coming Soon!
About the author
Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.
#83
06/24/2009 (7:41 am)
There are two levels of Rigid support. I believe there is a networked rigid, and then using PhysX you can get even better rigid support. With Physics it's critical you specify networked/non-networked when discussing capabilities, features, etc. Cloth would def. be in the non-networked catagory as I think you would spend all available packet transmission budget updating that one piece of cloth hehe.
#84
:-)
JoZ
07/02/2009 (8:26 am)
Hi there, I wanna ask about the DIF-->COLLADA feature... what is it intended for? Of course I can think about at least a couple of different ways to use it but I'm curious about why the T3D team took the time to implement this feature...:-)
JoZ
#85
At some point Torque is going to move completely away from Interiors/DIFs to a purely mesh-based rendering system. We have even started to introduce ways of managing your visibility occlusion (Zone and Portals). By converting your Interiors/DIFs to Collada you can bring them into the 3D modeling app of your choice and improve upon them (add more polys, more curves, more details). You can also make use of the various lightmapping solutions that are available (like pureLIGHT). They will also render faster as an optimized mesh than they currently do as an Interior/DIF. Lastly, with the polysoup/OPCODE collision they collide nearly as fast and far more flexibly than they did before.
07/02/2009 (10:40 am)
The primary reason we did it internally was so that we could hand off some of our Interior/DIF assets to the pureLIGHT team so that they could make them a *lot* prettier than they used to be. Since we had built this functionality it didn't make sense to not ship it.At some point Torque is going to move completely away from Interiors/DIFs to a purely mesh-based rendering system. We have even started to introduce ways of managing your visibility occlusion (Zone and Portals). By converting your Interiors/DIFs to Collada you can bring them into the 3D modeling app of your choice and improve upon them (add more polys, more curves, more details). You can also make use of the various lightmapping solutions that are available (like pureLIGHT). They will also render faster as an optimized mesh than they currently do as an Interior/DIF. Lastly, with the polysoup/OPCODE collision they collide nearly as fast and far more flexibly than they did before.
Torque Owner Tyler Slabinski
I was thinking more on the lines of advanced physics like rigid bodies (ok, they aren't THAT advanced... But still) and this cloth.
But basically you answered my question. Thanks.