Game Development Community

Torque 3D Development - Lighting, Terrain, and Cloth

by Brett Seyler · 06/18/2009 (3:46 am) · 85 comments

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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


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Detail Map


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Detail and Normal Maps


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Detail and Normal Maps plus Parallax


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Nice Hifi Terrain!




Player Ripple Particle Effect from Sickhead and Todd Pickens


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DIF --> Collada from Matt Fairfax


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From Torque 3D


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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.

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#81
06/23/2009 (9:17 pm)
Quote:If there were no networked physics. Players would not be able to "stand" on the ground in networked games, or drive cars.

They wouldn't be gravity to make them fall, or collision detection/response to make them die.

If you run a car into something, and that something falls over...that's physics. The physics may not be ODE, or Havok...but it's physics.

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.
#82
06/24/2009 (1:16 am)
Very good news about beta3 timeframe.
#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
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
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.
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