Game Development Community

Synapse Gaming Lighting Code Pack for TGE

by Kevin Johnson · in Torque Game Engine · 04/13/2004 (7:26 am) · 13 replies

I must have this NOW....arrgggg.. the wait is killing me!!
3 months for TSE is torture enough...Please don't toy with my emotions any longer.. :)

#1
04/13/2004 (7:51 am)
:-D
agree
#2
04/13/2004 (9:35 am)
Hi Guys,

I appreciate the support! Try to holdout a little bit longer. :)

-John
#3
04/13/2004 (9:50 am)
MUST HAVE LIGHTING PACK AHHHHHHHH *self destructs*
#4
04/13/2004 (11:56 am)
*gets covered in bits of Chris*

Yes, the lighting pack looks brilliant, great work John!!!
#5
04/13/2004 (12:02 pm)
John@ something I been meaning to ask but never got around to:
Do you know how your Light-Add-on will blend with the forthcoming TSE ?
#6
04/13/2004 (12:53 pm)
Hello Jorgen,

Good question, I was asked the same thing in the TZ dev shot.

(my response):

"Until I see the code I can't say for certain, however I can say this; the Lighting Pack is one of several pieces of technology that we consider _key_ in developing our games and we are very motivated to port all of our key technology to TSE, so it won't be taken lightly."

We use all of our technology in-house, including the packs that we develop, so porting that technology is very critical to our game development.

I believe that the Lighting Pack and TSE will compliment each other nicely, particularly in the area of modeling. Again a quick quote explaining what I mean (also from the TZ shot):

" The Lighting Pack provides much more than the enhanced lighting. The real power behind the Lighting Pack is in its modeling tools.

The pack provides mission light objects that are capable of uniformly illuminating multiple interiors, DTSs, and the terrain. These objects can be configured as dynamic or static lights, they are capable of casting shadows, and can be configured as omni or spotlights. These objects also support a couple of different lighting models, can cast real shadows from static DTS objects, and can be tied to a particle emitter to give off a glowing illumination that's directly related to the intensity of the emitter's particles.

As you can imagine these tools provide many new modeling options that are just not available in Torque. Coupled with the low rendering overhead (same as stock Torque), this makes for a very powerful tool kit."


-John
#7
04/13/2004 (1:07 pm)
John, I can't begin to explain how excited I am about your work, I'll probably be stuck infront of the screen toying with lights for a week once it's released.

Hopefully it won't be a pain integrating it in the TSE later, I wish you all the luck.
#8
04/13/2004 (9:13 pm)
More torture...must...hold....on... can ya give us ETA? hours? days? weeks? after TSE?
#9
04/16/2004 (8:29 pm)
I already talked to john, he has no eta on the release date.
i personally think we should all gang up together, go to his house
and take his computer forcefully. unless he ofcourse releases the lighting pack
today. HINT HINT HINT john. ;)
#10
04/16/2004 (9:16 pm)
Or we could all become best friends with him and nudge him in to letting us have a beta version or something....

Or we could all be patient.

Hmmm... what about a beta test? We could help you get more work (bugs) and you could get a better final product.
#11
04/16/2004 (9:34 pm)
I can't wait to see it in action, either, and it's already in my freakin' game! err, ok, partly mine. ;-)

It'll be neat to see how everything looks now.

-Eric F
#12
04/17/2004 (1:46 am)
Relax relax people. I want it as much as everyone else, but giving them time to make a real release will decrease the problems you will face once you got it.

I would just hate it if its released too early, has some weird bug that forces me to redo all my levels once fixed.
#13
04/17/2004 (9:47 am)
I'll be sure to post a mini-review when Davis releases the next beta.