Plan for Akio
by Kage · 10/05/2005 (10:29 am) · 35 comments
I've been busy with many enhancements in TGE. I guess some people are wondering why I'm putting so much effort into TGE. Well, that's because I feel TGE is the best engine available. Its scenegraph is powerful, the scripting language is powerful, and all the built in mechanics (processes) and features are just outstanding.
I'm also writing this plan to acquire artists: 3D modelers, texturing, level designers and editors. I prefer Maya user and someone who understands DTS and DIF exporters. When I say DIF exporter, I mean the knowledge of BSP modeling concepts similar to those used in Quark, Valve Hammer, and Q2Radiant.
Here are some of the stuff that I've been working on.


Below is a picture screen for TGE collision and physics enhancements. I've corrected some mistakes that I found and the physics and collision response gotten hell of lot better.
You can download the Windows demo, 6.01MB.
www.inoculousgames.com/ggposts/tgeenhancecolphysics.zip
The vehilce (buggy) is too wabbly. Here is a better car.dso file if anyone wants it. For those of you not familiar with TGE, place this file under starter.racing\server\scripts
Here is an executable that has ODE integrated, 1.27MB. Just drop the .exe file in the same folder and you can compare the physics and physics integration. The collision detection routines are exactly the same.
www.inoculousgames.com/ggposts/tge-odedemo.zip

Try it and tell me what you think.


This is a tool set created to make artists work a little easier. Eventhough it uses Maya, heavy BSP contruction rules apply using this exporter. For example, only use face UV mapping, meaning select the UV maps for the entire face and you can translate, scale, and rotate to get a perfect UV mapping. To export properly, first have your transformation frozen, and second, you must have all your texture files in the output directory. You can check whether the model exported correctly by checking the 'maya2dif.log' file in the output directory. Sorry, but I'll add an immediate feeback of the export status later. Remember the BSP construct rules.
The maya2dif exporter is for Maya 5.0, Windows only. You can download the exporter by clicking on the link below, 2.8MB.
www.inoculousgames.com/ggposts/maya2difexport.mll
The pictures below show what the model looked like in Maya then in the game.
Maya model

DIF model
Any feedback is welcomed.


And finally, my game demo. Well, it actually has one level to showcase the features of the game. Click on the link below to see it.
www.garagegames.com/mg/forums/result.thread.php?qt=35099
And, that's all folks.
I'm also writing this plan to acquire artists: 3D modelers, texturing, level designers and editors. I prefer Maya user and someone who understands DTS and DIF exporters. When I say DIF exporter, I mean the knowledge of BSP modeling concepts similar to those used in Quark, Valve Hammer, and Q2Radiant.
Here are some of the stuff that I've been working on.


Below is a picture screen for TGE collision and physics enhancements. I've corrected some mistakes that I found and the physics and collision response gotten hell of lot better.
You can download the Windows demo, 6.01MB.
www.inoculousgames.com/ggposts/tgeenhancecolphysics.zip
The vehilce (buggy) is too wabbly. Here is a better car.dso file if anyone wants it. For those of you not familiar with TGE, place this file under starter.racing\server\scripts
Here is an executable that has ODE integrated, 1.27MB. Just drop the .exe file in the same folder and you can compare the physics and physics integration. The collision detection routines are exactly the same.
www.inoculousgames.com/ggposts/tge-odedemo.zip

Try it and tell me what you think.


This is a tool set created to make artists work a little easier. Eventhough it uses Maya, heavy BSP contruction rules apply using this exporter. For example, only use face UV mapping, meaning select the UV maps for the entire face and you can translate, scale, and rotate to get a perfect UV mapping. To export properly, first have your transformation frozen, and second, you must have all your texture files in the output directory. You can check whether the model exported correctly by checking the 'maya2dif.log' file in the output directory. Sorry, but I'll add an immediate feeback of the export status later. Remember the BSP construct rules.
The maya2dif exporter is for Maya 5.0, Windows only. You can download the exporter by clicking on the link below, 2.8MB.
www.inoculousgames.com/ggposts/maya2difexport.mll
The pictures below show what the model looked like in Maya then in the game.
Maya model

DIF model
Any feedback is welcomed.

And finally, my game demo. Well, it actually has one level to showcase the features of the game. Click on the link below to see it.
www.garagegames.com/mg/forums/result.thread.php?qt=35099
And, that's all folks.
About the author
Professional gameplay programmer and have worked in the industry since 2004. Specialized in: animation system, player control, weapon system, AI, combat, camera, physics - ODE/Havok, optimization, and networking.
#23
The collision with DTS object is very good.
I wonder why Torque Team dont improve it???
I'm trying to improve it,but I dont know where to begin...
@Akio Could you please tell us some infomation about torque collision bug???
Thanks
10/25/2005 (9:14 pm)
I think you have a great work...now I can use Maya to export dif file, Thank a lot.The collision with DTS object is very good.
I wonder why Torque Team dont improve it???
I'm trying to improve it,but I dont know where to begin...
@Akio Could you please tell us some infomation about torque collision bug???
Thanks
#24
I'm really excited about the work you're doing, Please please please release the source either as a resource or a pack :-)
10/26/2005 (7:21 am)
Crossing fingers, toes and eyes.... urm, can't see now...I'm really excited about the work you're doing, Please please please release the source either as a resource or a pack :-)
#25
10/26/2005 (3:55 pm)
I just played the racing demo and I'd like to say, WOW... This is just what I've been looking for... you've got loads of physics enabled object in the mission all behaving beautifully..
#26
10/28/2005 (5:09 pm)
It is exactly what I want too. Asked Akio himself, and says it's better off just to wait until it is released officially here. :( I want now! :P
#27
@Akio, Any chance of getting to play with the source files and seeing if anything workable can be done? If your interested in checking out my current ODE racing game. I have a self running demo avaliable on my current plan. I'm currently looking for a useable physics solution to take my game past the prototype stage and onto other platforms other than just windows.
Teaser image to spark your interest

Blog with demo
www.garagegames.com/blogs/5605/9096
11/02/2005 (6:43 pm)
I'm hoping to port my racing game that uses ODE over to torque for better portability. This looks like it's a very good start at ODE integration. The one problem I see in this implementation is the initial collision with ODE objects where you have a sudden impact/delay/stutter before the physics kicks in.@Akio, Any chance of getting to play with the source files and seeing if anything workable can be done? If your interested in checking out my current ODE racing game. I have a self running demo avaliable on my current plan. I'm currently looking for a useable physics solution to take my game past the prototype stage and onto other platforms other than just windows.
Teaser image to spark your interest

Blog with demo
www.garagegames.com/blogs/5605/9096
#28
11/02/2005 (7:05 pm)
Screen shot looks great.
#29
Do you think that is possible with your changes?
11/10/2005 (8:48 am)
Just tried out your demo. Definately a large step forward for torque collision physics. I'd be interested in seeing if I could get more 'realistic' results out of it. I know you're testing more arcade style game while my game I would like to be more sim-quality physics. The only problem I see is what Adrian mentioned, how the cones "stop" you so suddenly.Do you think that is possible with your changes?
#30
And what does that mean exactly? Well, the behavior or actions that occur on the client side are superceded by the server, making the client responses negligible. Meaning that, whatever occurs on the client side happens on the client side but the outcome is always determined or controlled by the server. The stickiness that you seen is a collision that first detected and occurs on the client side and then occurs on the server side some small delta-t later. Hence, the stickiness.
If you want to have a smoother transitions between server and client, you can change these settings (with cost):
11/10/2005 (10:11 am)
There are actually two demos: 1) enhanced collision and 2) ODE. While the physical response (integration) are different, the collision response are same for both -- same algorithm. The stickiness that you're describing is characteristic of a networked behavior.And what does that mean exactly? Well, the behavior or actions that occur on the client side are superceded by the server, making the client responses negligible. Meaning that, whatever occurs on the client side happens on the client side but the outcome is always determined or controlled by the server. The stickiness that you seen is a collision that first detected and occurs on the client side and then occurs on the server side some small delta-t later. Hence, the stickiness.
If you want to have a smoother transitions between server and client, you can change these settings (with cost):
$pref::Net::PacketRateToClient = "10"; $pref::Net::PacketRateToServer = "32";
#31
Josh "GimpMaster" Hintze
Hey Josh,
If you can provide me the libs, I can create the version that you want.
12/05/2005 (5:56 pm)
This message is for Josh "GimpMaster" Hintze
Hey Josh,
If you can provide me the libs, I can create the version that you want.
#32
04/05/2006 (4:04 pm)
Are you going to release any source for others to play with?
#33
Really interested in this.
08/28/2006 (8:50 am)
links dont work, domain name needs re registration!Really interested in this.
#34
10/29/2006 (6:14 pm)
It seems a porn site has bought the domain of those links...
#35
03/14/2007 (4:58 am)
Links dont work, Really interested... as i want to implement ode into my demo.. can you get the demo with source files..
Torque 3D Owner Kage
edited typos