Crane Simulator
by Joshua Brown · 10/09/2007 (12:10 am) · 15 comments
Hello Everyone!
I have owned TGE for over two years and have been messing around with it for a while. My goal is to someday make a product that I can market.
I work in an industrial enviroment and it spawned the idea of making a crane simulator.
Many crane operators in contractor enviroment are not actually qualified and have little to no idea of what they are doing. So the purpose of my Crane Simulator would be to provide some way of familiarizing yourself with a specific crane from a first person perspective. The game will be true to life, simulating weather effects, physics of falling loads, and crane operator interface.
Right now I am building a real quick prototype.
I have a very basic map finished and and working on a crane model in Blender. I am also using the adam and space-orc model as my character for now.

I have owned TGE for over two years and have been messing around with it for a while. My goal is to someday make a product that I can market.
I work in an industrial enviroment and it spawned the idea of making a crane simulator.
Many crane operators in contractor enviroment are not actually qualified and have little to no idea of what they are doing. So the purpose of my Crane Simulator would be to provide some way of familiarizing yourself with a specific crane from a first person perspective. The game will be true to life, simulating weather effects, physics of falling loads, and crane operator interface.
Right now I am building a real quick prototype.
I have a very basic map finished and and working on a crane model in Blender. I am also using the adam and space-orc model as my character for now.

#2
there's a video of it here
http://www.youtube.com/watch?v=zZMLYNYQ3uo
The operator in that video isn't great but it demonstrates the crane pretty well.
10/09/2007 (3:13 am)
Have you ever played Half Life 2? They have a pretty cool crane in there. I wouldn't call it a simulation, but if you haven't seen it then it would be worth checking outthere's a video of it here
http://www.youtube.com/watch?v=zZMLYNYQ3uo
The operator in that video isn't great but it demonstrates the crane pretty well.
#3
Did you only choose TGE becuase you owned it for 2 years prior?
When doing this project which feature of TGE is most important to you?
Have you researched other serious games projects?
10/09/2007 (3:18 am)
Joshua, I am extremely interested to see what you do with this. I have some base questions for you. Did you only choose TGE becuase you owned it for 2 years prior?
When doing this project which feature of TGE is most important to you?
Have you researched other serious games projects?
#4
I've always wanted to make a forklift truck sim in Torque
A digger sim could be fun as well.. not sure how it could be done though.
Good luck with your project and keep us posted!
10/09/2007 (7:51 am)
The crane in HL2 is pretty cool.. had lots of fun with that.I've always wanted to make a forklift truck sim in Torque
A digger sim could be fun as well.. not sure how it could be done though.
Good luck with your project and keep us posted!
#5
David- Thats exactly it. I see the world changing and I believe I see a need. I have looked into current crane simulators and the basic drawbacks are cost and believability. There are all built around full simulations including hydraulic chair and three projects giving you a panoramic view. This is all well and good. But at an annual cost of 150,000 dollars, I don't see it being available to the masses.
Treb - I have been told many times about the half-life two crane. Oddly enough I havn't ever seen it. I'll give that video a little looksie.
Donald - I chose to use TGEA because it's got all the basic stuff covered for me. I can work on developing the "game play" instead of the mechanics of the game itself. Granted alot of things I will have to write from "scratch" but It's a challenge for myself and for my team which I hope to build during this project.
I had TGE1.4 and eventually upgraded to 1.5 because of all the new game features it supports. But Given the fact that I wanted to create a realistic world enviroment, I decided to Go all out with TGEA. It's really more than I need at this stage, but I know I can grow into it.
I have looked at many other game "builders" and was not impressed. With TGEA I can plug in the basic stuff really easily and just focus on the Game play.
I've looked at other game projects and I know they are huge undertakings. But I am hoping to get a prototye and POSSIBLY some funding for a team once that is done. That would really speed things up.
Hey, if anyone is interested in helping with the project, I am more that willing to give you a chance. Chances are you have 82.6754% more experience than me. :)
-Josh
10/10/2007 (1:03 am)
Hi Guys, Thanks for all the great comments and interest in the project.David- Thats exactly it. I see the world changing and I believe I see a need. I have looked into current crane simulators and the basic drawbacks are cost and believability. There are all built around full simulations including hydraulic chair and three projects giving you a panoramic view. This is all well and good. But at an annual cost of 150,000 dollars, I don't see it being available to the masses.
Treb - I have been told many times about the half-life two crane. Oddly enough I havn't ever seen it. I'll give that video a little looksie.
Donald - I chose to use TGEA because it's got all the basic stuff covered for me. I can work on developing the "game play" instead of the mechanics of the game itself. Granted alot of things I will have to write from "scratch" but It's a challenge for myself and for my team which I hope to build during this project.
I had TGE1.4 and eventually upgraded to 1.5 because of all the new game features it supports. But Given the fact that I wanted to create a realistic world enviroment, I decided to Go all out with TGEA. It's really more than I need at this stage, but I know I can grow into it.
I have looked at many other game "builders" and was not impressed. With TGEA I can plug in the basic stuff really easily and just focus on the Game play.
I've looked at other game projects and I know they are huge undertakings. But I am hoping to get a prototye and POSSIBLY some funding for a team once that is done. That would really speed things up.
Hey, if anyone is interested in helping with the project, I am more that willing to give you a chance. Chances are you have 82.6754% more experience than me. :)
-Josh
#6
Biz Dev:
Where are you looking to get funding from?
Have you put together a Game Design Doc? ( i have a great template if you need )
Have you read Josh's post on pitching games at makeitbigingames.com
Also try like heck to get a LOCAL dev team working over the web can add more challenges that you may not want.
10/10/2007 (2:31 am)
I would love to help with the project but at this point my strengths are biz dev and I am working on getting more exp in Production. I have a lot of interest in your project just from the stand point that it is a Serious game project. I want understand what roadblocks or issues you come into while using TGEA. Which brings me to my next question. Physics has to be a large part of your simulator. What is your opinion about yours options with TGEA what would you like more of? What do you think can be changed? Biz Dev:
Where are you looking to get funding from?
Have you put together a Game Design Doc? ( i have a great template if you need )
Have you read Josh's post on pitching games at makeitbigingames.com
Also try like heck to get a LOCAL dev team working over the web can add more challenges that you may not want.
#7
I need the crane to simulate a real world experience. For instance, if the load is heavier that what the crane is rated for, what happens. Or if the crane pivots past it's rated angle while under load, what happens... THEN what happens to the object it's carrying. These are all things I will need help on. Thats mainly why I want to build a team, Because I do not have the programming knowledge as of yet to do this on my own.
I am mainly looking to build a prototype and business model to attract companies and team members.
TGEA is great graphically, and has basic player and vehicle physics. And while it's missing the core physics of the crane (excluding basic vehicle movement), I find it to be the best development engine on the market for almost any kind of "game" enviroment. Most of these functions will need to be programmed in C++ I am assuming... Though it IS possible to do in TS I suppose.
I intend to design my cranes based on models build by a specific crane manufacturer, and market it to THEM (initially) as something they could provide both at their online store and included with a crane purchase. They build cranes ranging from the size of a large car to a skyscraper building.
I have not read the "game Pitch" blogs extensivly, but I have always been a bit business minded. The legalities is where I will need help... thats what attourneys are for I suppose.
And I absolutely intend to build a local team. I currently have one team member who directly works with cranes every day, and am recruiting a physics engineer with programming experience.
Btw, I would love that Template you mentioned. Anything to make this smoother would be greatly appreciated.
-Josh
10/10/2007 (2:49 am)
YES! Physics is going to be the MAIN focal point of my project, Then interface, and interaction within the game (i.e. abilities).I need the crane to simulate a real world experience. For instance, if the load is heavier that what the crane is rated for, what happens. Or if the crane pivots past it's rated angle while under load, what happens... THEN what happens to the object it's carrying. These are all things I will need help on. Thats mainly why I want to build a team, Because I do not have the programming knowledge as of yet to do this on my own.
I am mainly looking to build a prototype and business model to attract companies and team members.
TGEA is great graphically, and has basic player and vehicle physics. And while it's missing the core physics of the crane (excluding basic vehicle movement), I find it to be the best development engine on the market for almost any kind of "game" enviroment. Most of these functions will need to be programmed in C++ I am assuming... Though it IS possible to do in TS I suppose.
I intend to design my cranes based on models build by a specific crane manufacturer, and market it to THEM (initially) as something they could provide both at their online store and included with a crane purchase. They build cranes ranging from the size of a large car to a skyscraper building.
I have not read the "game Pitch" blogs extensivly, but I have always been a bit business minded. The legalities is where I will need help... thats what attourneys are for I suppose.
And I absolutely intend to build a local team. I currently have one team member who directly works with cranes every day, and am recruiting a physics engineer with programming experience.
Btw, I would love that Template you mentioned. Anything to make this smoother would be greatly appreciated.
-Josh
#8
Just a real quick throw together.

-Josh
10/10/2007 (5:25 am)
A new render of some item placement I did last weekend:Just a real quick throw together.

-Josh
#9
big_mojo AT yahoo.com
Also look me up on Linkedin:
http://www.linkedin.com/in/donaldharris
Consulting is what I am doing now. So if you are looking for some advice or connections let me know. I would like to work with you guys as I am curious and want to learn more about the serious side of the gaming industry.
10/10/2007 (5:26 am)
send me an email big_mojo AT yahoo.com
Also look me up on Linkedin:
http://www.linkedin.com/in/donaldharris
Consulting is what I am doing now. So if you are looking for some advice or connections let me know. I would like to work with you guys as I am curious and want to learn more about the serious side of the gaming industry.
#10
I think your crane idea is excellent. The Seawolf content pack demonstrates a claw that is part of the submarine. The claw has pincers and can be controlled with the mouse. It can be used to pick up and drop objects. I thought you might be interested in how that works. You can find info on the pack here: http://www.garagegames.com/blogs/8239/13683.
With regards,
Robert
10/10/2007 (7:37 am)
Hi Joshua,I think your crane idea is excellent. The Seawolf content pack demonstrates a claw that is part of the submarine. The claw has pincers and can be controlled with the mouse. It can be used to pick up and drop objects. I thought you might be interested in how that works. You can find info on the pack here: http://www.garagegames.com/blogs/8239/13683.
With regards,
Robert
#11
server.conitec.net/down/crane.zip
Might not be a poor idea to consider some rapid prototyping in a package less powerful than TGEA. Just to bit test certain portions of the performance in a part-task style.
I'm not a huge fan of the package for deployments, as it creates headaches for complex assemblies (tends to be a bit buggy and slow for things if you 'think object oriented' and try to be sophisticated) - but this may help in the development of rapid protos and idea fleshing:
www.dxstudio.com
I too am intensely interested in the application of serious games for training and education - and the fusion of lower level support tools in a structured performance support package for that matter. Ye can contact me as well and I'll share what I've done / built.
10/10/2007 (2:07 pm)
Saw this a few years back. Built in 3DGameStudio, but impressive for its time nonetheless:server.conitec.net/down/crane.zip
Might not be a poor idea to consider some rapid prototyping in a package less powerful than TGEA. Just to bit test certain portions of the performance in a part-task style.
I'm not a huge fan of the package for deployments, as it creates headaches for complex assemblies (tends to be a bit buggy and slow for things if you 'think object oriented' and try to be sophisticated) - but this may help in the development of rapid protos and idea fleshing:
www.dxstudio.com
I too am intensely interested in the application of serious games for training and education - and the fusion of lower level support tools in a structured performance support package for that matter. Ye can contact me as well and I'll share what I've done / built.
#12
-Josh
10/11/2007 (12:36 am)
Steve, Thanks for that link to the crane. It's demonstrating alot of basics I will need for my crane!-Josh
#13
10/11/2007 (11:14 pm)
Josh did u try and email me?
#14
-Josh
10/11/2007 (11:48 pm)
woops. No I didn't I got sidetracked (Trying to figure out compiling issues.) I'll do that right away.-Josh
#15
My goal is building a company offering vehicle operator training simulator systems, beginning with crane simulators. I am halfway done my third revision of a business/marketing plan. The first revision sourced a possible investor, client and other VR technical help. Maybe you might be interested, particularly where my resources add the physics (collision and environmental interaction) to the simulation as well.
Mike
02/26/2008 (3:28 am)
Hi JoshuaMy goal is building a company offering vehicle operator training simulator systems, beginning with crane simulators. I am halfway done my third revision of a business/marketing plan. The first revision sourced a possible investor, client and other VR technical help. Maybe you might be interested, particularly where my resources add the physics (collision and environmental interaction) to the simulation as well.
Mike
Associate David Higgins
I believe a lot of people would benefit from this, as well as similar projects. The world is changing, very fast ... and digital simulations are the way of the future, we already use them to train pilots and various other professions, why not use them to train general professions as well.
Builders, Contractors, Engineers, Painters, Warehouse workers, you name it ... all of these can be simulated (some already are, but not vastly used yet -- no good simulators? current simulators cost too much? dunno ...).