Game Development Community

Game Mechanics Kit for *T3D* already at developers store

by Yuri Dobronravin · 06/18/2009 (1:33 pm) · 20 comments

www.logicking.com/images/gameMechanicsKit/gmkT3DLogo.png


Greetings!



The GAME MECHANICS KIT is an add-on for T3D, TGEA and TGE that allows game designers to script and edit gameplay mechanics visually, not in code. Create your game with intuitive ready-made components. With a physics pack that allows for ragdoll editing and a cut scene editor, the Game Mechanics Kit enables novice game designers to make their own rich 3D games.

So if you are a registered user of GMK just go at your GG account and get your GMK 1.2.0.

If you not own GMK 1.2.0 go to developers store and learn more about. There is no mention of T3D support at developers store page yet, but believe me GMK 1.2.0 already there :)

Game Mechanic Kit v1.2.0 Features


- T3D support.
- Event-reaction system
- In-game editor for game mechanics
- AI Bot
- Support for ACK male and female packs from BrokeAss Games.
- Source files for models and interiors placed in separate folder.

Physics Pack:
- RigidBodies
- Ragdolls
- Soft bodies support for Bullet and PhysX.
- Enhanced PhysX support for T3D (ragdolls, cloth, and softbodies).




Another video "Orcs vs Orcs" demonstrates features of both Physics Pack and Cut Scene Editor. Video is actual uninterrupted in game footage (including sounds and slow-mo effects) without any editing in external programs like movie maker, adobe premier, final cut etc.



You can still test 'Orcs Rule' demo game with Physics Pack and Cut-Scene Editor demonstration.

DOWNLOAD DEMO GAME (56Mb)




Questions are welcome! Ask right here or drop me an email at logicking@logicking.com

--
Sincerely yours,
Yuri Dobronravin


#1
06/18/2009 (4:48 pm)
Looking great! I really need to get this when I have enough spare cash.
#2
06/18/2009 (6:40 pm)
Fantastic!
#3
06/19/2009 (3:15 am)
Always great, Yuri! Thanks!
#4
06/20/2009 (5:00 am)
Nice work Yuri.
#5
06/21/2009 (2:36 pm)
found a bug,
cant seem to have more than one instance of the same ragdoll at the same time,
if I create, say 10 ai characters, all using the same datablock, if you kill the first character, the ragdoll works,
but if you kill any of the others, they dont spawn a ragdoll, they just disappear.
any ideas??

EDIT: it works ok if the ai are created from the GMK menu in the editor, but not with my ragdoll enabled ai players that I place via the editor.
am I missing something here??
#6
06/22/2009 (5:53 pm)
@deepscratch
I've check Orcs Rule game recently and it works just fine with orcs ragdolls (there's no such bug). I think we need a closer look on how you spawn your bots and ragdolls.
#7
06/23/2009 (3:07 am)
I had to revert back to Bullet 2.7.4. The "$ShapeType::Cylinder" would crash the executable on launch. Tried recompiling several times. I'm not sure if the libs are corrupt or there is a bug in the release candidate of Bullet 2.7.5rc. After I compiled the required libs from Bullet 2.7.4 and recompiled the executable, everything worked fine. I'm using Vista 32. I'm not sure if that is a problem because GMK1.1.1 worked fine.
#8
06/23/2009 (12:23 pm)
@Kerry Enfinger
We have moved to 2.7.5 because 2.7.4 has some issues with SSE support on AMD processors.

Does anyone else have troubles with 2.7.5?
#9
06/24/2009 (11:28 pm)
Has this been tested with the recently released T3D Beta 3? I'm getting compile errors, but I'm also really new to GMK, just bought it.

Here's a small sample from the error list.

1>c:\torque\torque 3d 2009 beta 3\engine\source\terrain\terrrender.cpp(39) : error C2039: 'smDebugRender' : is not a member of 'TerrainBlock'

1> c:\torque\torque 3d 2009 beta 3\engine\source\terrain\terrdata.h(47) : see declaration of 'TerrainBlock'

1>c:\torque\torque 3d 2009 beta 3\engine\source\terrain\terrrender.cpp(49) : error C2039: '_onLMActivate' : is not a member of 'TerrainBlock'

1> c:\torque\torque 3d 2009 beta 3\engine\source\terrain\terrdata.h(47) : see declaration of 'TerrainBlock'

1>c:\torque\torque 3d 2009 beta 3\engine\source\terrain\terrrender.cpp(51) : error C2065: 'mCell' : undeclared identifier

1>c:\torque\torque 3d 2009 beta 3\engine\source\terrain\terrrender.cpp(52) : error C2065: 'mCell' : undeclared identifier

1>c:\torque\torque 3d 2009 beta 3\engine\source\terrain\terrrender.cpp(52) : error C2227: left of '->deleteMaterials' must point to class/struct/union/generic type

1> type is ''unknown-type''

1>c:\torque\torque 3d 2009 beta 3\engine\source\terrain\terrrender.cpp(55) : error C2039: '_updateMaterials' : is not a member of 'TerrainBlock'

1> c:\torque\torque 3d 2009 beta 3\engine\source\terrain\terrdata.h(47) : see declaration of 'TerrainBlock'

1>c:\torque\torque 3d 2009 beta 3\engine\source\terrain\terrrender.cpp(57) : error C2065: 'mBaseTextures' : undeclared identifier

1>c:\torque\torque 3d 2009 beta 3\engine\source\terrain\terrrender.cpp(57) : error C2228: left of '.setSize' must have class/struct/union

1> type is ''unknown-type''


John K.
www.envygames.com
#10
06/25/2009 (11:01 am)
@John Kanalakis
We will check it today, I'm downloading Beta 3 right now.
#11
06/27/2009 (12:23 pm)
@John Kanalakis
I have it working fine in B3,
I think you missed something, try again
#12
06/30/2009 (6:53 pm)
I've have a few issues with getting GMK working in b3,
seems you MUST merge, as there are many changes in the
code from b2-b3, and dropping in the GMK files into a
new project throws quite a few errors.

#13
06/30/2009 (7:03 pm)
@Hewster
Do you overwrite or merge your GMK code with the one of Beta 3. If you'll use CodePatch tool it will merge the code for you.

However we're working on GMK for Beta 3 right now, and will release GMK 1.2.1 later this week.


#14
06/30/2009 (7:16 pm)
Update .. just tried merging, and am getting the same errors as Jon

Update2.. My KungFoo is not strong enough, after 3 hours of trying
to merge GMK into T3D Beta3, I have to give up.. seems there is a lot of
work to-do in worldEditor.cpp !
#15
06/30/2009 (11:12 pm)
Yuri, I have tried both methods to no avail :(

I look forward to your update :)
#16
07/01/2009 (2:39 pm)
@Hewster
Hopefully we will upload GMK 1.2.1 build in a couple of days.

However if you will use CodePatch you can merge code right now.
First, make a fresh install of T3D beta 3. We will need original sources of Beta 2 as well.

Update engine sources with CodePatch, use following params:
MY PATH: \Beta 3\Engine\source
BASE: \Beta 2\Engine\source
THEIR: \GMK\T3D\Engine\source
RESULT: \MY Build\Engine\source

You will get only to conflicts, just ignore them and use Beta 3 files.
#17
07/02/2009 (12:03 am)
@Yuri,
As always, it looks really nice.

BTW, can I ask you three questions?

Firstly, what kind of features does your AI bot have? According to your videos that I've seen till now, it seems like your AI bots' main features are attack and hold. Are there enough possibilities to extend it for various kind of features which can be found in modern games?

Secondly, do you provide documents for Physics settings to make your physics pack work properly? I've been especially interested in how to do modelling for ragdoll, cloth, etc.

Lastly, can my game players, not me, use your editor to edit their own missions to share with their friends?

#18
07/02/2009 (2:08 pm)
@game4Rest

> Firstly, what kind of features does your AI bot have?

Bots can avoid obstacles and attack enemies. You can setup AI behavior for attack of a player. Parameters of moving: strafing, chasing and retreating can be configured from scripts.
You can also make bot move by waypoints.

We're planning to enhance AI in the future versions of GMK.

> Secondly, do you provide documents for Physics settings to make your > physics pack work properly? I've been especially interested in how to > do modelling for ragdoll, cloth, etc.

We have docs, and highly commented scripts and datablock files for example objects. We also have source for models of example objects in blender format included in package.


> Lastly, can my game players, not me, use your editor to edit their
> own missions to share with their friends?

Yes, there are no restrictions of using GMK editor. However, AFAIK, there are some limitations on use of original Torque editors. Since GMK Editor is based on Torque World Editor you should read Torque license first.

#19
07/06/2009 (8:39 pm)
I have a similar issue with $ShapeType::Cylinder causing a crash.
the constructor for the m_body object seems to be the source of the issue. The object is not created properly and returns an invalid address.
#20
07/07/2009 (2:08 pm)
@Don C Kotter
Yeah, it's a bullet 2.75 beta issue. 2.74 version works fine.
We will ship GMK 1.2.1 with updated bullet 2.75.