No Torque for me :(
by Myles · in General Discussion · 12/21/2004 (2:13 am) · 31 replies
So about a month ago I found Garage Games, and became interested in buying an Indie liscence for Torque. But My wallet doesn't agree. It sucks being so broke I can't afford $100.
But instead of moping around and drooling over Torque, I downloaded the DirectX 9 SDK and made a little game prototype.
You can Download it here (right click save as)
BRIEF INSTRUCTIONS
IF you have any problems I'd be interested in hearing them, as I could probably learn alot from them.
This is the first app I've ever made with DirectX, and it was made from scratch.
It took approx one month to make a little render engine and the game prototype. Thats one month of about 4 hours a day, so around 120 man hours.
The main objective was to learn DirectX, not make the greatest game ever.
The next step is to port it all over to OpenGl becuase I'd like to learn that, and Add sound, currently there is no sound.
DirectX is pretty easy, and I think its main power is that it includes everything, Graphics, Sound, Input.
I know that there is OpenGL for graphics and OpenAL for audio, but I'm not sure about an Open standard Input library, to replace DirectInput.
IF anyone knows of one let me know.
Anyway, the little render engine is pretty basic. IT does all the basic basic stuff:
Handles all primitve geometery.
Loads and displays meshes (no animation).
Lighting.
Alpha blending (material, vertex and texture)
Does one texture stage with alpha OP.
Fog (vertex Only)
Text Strings.
Camera stuff. etc...
Some of the more glaring imperfections is that it doesn't do any anti-aliasing or Depth biasing. I'll probably try to add that during the OpenGL port. And probably model animations.
It will load and display meshes but the xFile exporters I had at hand were poor, so all the models and animation in the game currently are entered by hand, vertex by vertex, normal by normal, color by color, texture coordinate by coordinate, all typed in. Not too bad since there is only three models and they are all very simple (two cubes and an arrow).
So I'll probably try to get a standard model format with OpenGl.
Anyway, hopefully by the time I'm done with openGL I can afford Torque and I'll play around with it.
Any comments you can put in this thread.
I learned a quite a bit from this little project and expect to learn more with OpenGL. The one main feature that kicked my arse was Alpha blending. Simply becuase I didn't initialy understand it correctly. I had to go to both ATI and nVidia's sites and read driver details to see how the stages were actually handled until I understood it.
For those interested the tools used were:
DirectX 9 SDK.
VC++ 6.0.
CVSNT.
PHOTOSHOP CS (trial).
Notepad.
All free except Visual C.++ 6.0. Which is older than dirt.
But instead of moping around and drooling over Torque, I downloaded the DirectX 9 SDK and made a little game prototype.
You can Download it here (right click save as)
BRIEF INSTRUCTIONS
Quote:
You'll need DirectX 9 To play. Extract the folder and go. There is one texture and the app. Keep them in the same folder.
Its nothing new, just a clone of some other dice games. You move with the keyboard Arrow keys. The object is to combine like die together to score points. You can chain Die while they are dropping to get exponential points.
You can push the die, or climb on top of them and roll them.
If you chain 'Ones' together with dropping die you get more time.
The game is over if the grid gets filled or you run out of time. You can restart by pressing Spacebar, and exit by pressing esc.
IF you have any problems I'd be interested in hearing them, as I could probably learn alot from them.
This is the first app I've ever made with DirectX, and it was made from scratch.
It took approx one month to make a little render engine and the game prototype. Thats one month of about 4 hours a day, so around 120 man hours.
The main objective was to learn DirectX, not make the greatest game ever.
The next step is to port it all over to OpenGl becuase I'd like to learn that, and Add sound, currently there is no sound.
DirectX is pretty easy, and I think its main power is that it includes everything, Graphics, Sound, Input.
I know that there is OpenGL for graphics and OpenAL for audio, but I'm not sure about an Open standard Input library, to replace DirectInput.
IF anyone knows of one let me know.
Anyway, the little render engine is pretty basic. IT does all the basic basic stuff:
Handles all primitve geometery.
Loads and displays meshes (no animation).
Lighting.
Alpha blending (material, vertex and texture)
Does one texture stage with alpha OP.
Fog (vertex Only)
Text Strings.
Camera stuff. etc...
Some of the more glaring imperfections is that it doesn't do any anti-aliasing or Depth biasing. I'll probably try to add that during the OpenGL port. And probably model animations.
It will load and display meshes but the xFile exporters I had at hand were poor, so all the models and animation in the game currently are entered by hand, vertex by vertex, normal by normal, color by color, texture coordinate by coordinate, all typed in. Not too bad since there is only three models and they are all very simple (two cubes and an arrow).
So I'll probably try to get a standard model format with OpenGl.
Anyway, hopefully by the time I'm done with openGL I can afford Torque and I'll play around with it.
Any comments you can put in this thread.
I learned a quite a bit from this little project and expect to learn more with OpenGL. The one main feature that kicked my arse was Alpha blending. Simply becuase I didn't initialy understand it correctly. I had to go to both ATI and nVidia's sites and read driver details to see how the stages were actually handled until I understood it.
For those interested the tools used were:
DirectX 9 SDK.
VC++ 6.0.
CVSNT.
PHOTOSHOP CS (trial).
Notepad.
All free except Visual C.++ 6.0. Which is older than dirt.
About the author
#22
12/22/2004 (2:21 am)
Nice going Myles... at least you are not sitting on your a55 doing nothing unlike a lot of people here.
#23
I'm currently reading OpenGl spec 1.1. Just about through it. Need cigarettes and Dr. Pepper.
12/23/2004 (11:08 am)
Thanks for the replies. I'm currently reading OpenGl spec 1.1. Just about through it. Need cigarettes and Dr. Pepper.
#24
12/23/2004 (1:34 pm)
... no wonder you are broke
#25
12/23/2004 (3:18 pm)
Neat game.
#26
J/K people do what they wish unfortunatly. Congrats on have the dedication to learn DX and make this under your own steam! Doing something like this will be a very big help in the long run, especially when you do use a premade engine as you have a much better chance of understanding how it all works.
01/02/2005 (2:12 pm)
What if you didint get cigarettes for 3 months.. there you go! your getting somwhere :pJ/K people do what they wish unfortunatly. Congrats on have the dedication to learn DX and make this under your own steam! Doing something like this will be a very big help in the long run, especially when you do use a premade engine as you have a much better chance of understanding how it all works.
#27
I'm currently still working on this project. I have a new render now in OpenGL and have streamlined the Resouce Manager (caching etc..). Also added OpenAL support. Also tyring to jack around with bumb mapping and normal mapping, but its a bit of reading.
After I am done I'll give my opinion, whatever it is worth, on Direct3d vs OpenGL and open Standard Libs vs the Whole DirectX Api.
The big problem I'm having is I'm still using DirectInput. It' sjust so hard to give up.
I've messed around with SDL, which does work for input, but it is a bit too high level to learn anything from. In order to use the Input Events implemented in SDL it seems to want to take control of OGL to some degree and the Render Context, which makes sense since it needs to grab the message loop.
But I havn't played around with it much. So i'm only speaking with first-impression sof SDL.
My next step is to either find another cross-platfrom (ideally with unicode support) solution for input or try and work with SDL. Then I'll try to actually port it to a MacOS or Linux Box and see if it works. I'm sure I'll learn jsut as much by that process than I did writing it.
I lost a good two weeks on this project doing some graphic design work for a business, but I'm tyring to catch up. Hopefully I'll have a new prototype of the Engine and Another game done by feb. Thats my goal at least.
hoepfully by that time, I'll get sme of these bills off me and get Torque.
01/03/2005 (12:24 am)
Cigarettes and Dr Pepper are just too tasty.I'm currently still working on this project. I have a new render now in OpenGL and have streamlined the Resouce Manager (caching etc..). Also added OpenAL support. Also tyring to jack around with bumb mapping and normal mapping, but its a bit of reading.
After I am done I'll give my opinion, whatever it is worth, on Direct3d vs OpenGL and open Standard Libs vs the Whole DirectX Api.
The big problem I'm having is I'm still using DirectInput. It' sjust so hard to give up.
I've messed around with SDL, which does work for input, but it is a bit too high level to learn anything from. In order to use the Input Events implemented in SDL it seems to want to take control of OGL to some degree and the Render Context, which makes sense since it needs to grab the message loop.
But I havn't played around with it much. So i'm only speaking with first-impression sof SDL.
My next step is to either find another cross-platfrom (ideally with unicode support) solution for input or try and work with SDL. Then I'll try to actually port it to a MacOS or Linux Box and see if it works. I'm sure I'll learn jsut as much by that process than I did writing it.
I lost a good two weeks on this project doing some graphic design work for a business, but I'm tyring to catch up. Hopefully I'll have a new prototype of the Engine and Another game done by feb. Thats my goal at least.
hoepfully by that time, I'll get sme of these bills off me and get Torque.
#28
01/06/2005 (7:22 pm)
I think he should be able to post this. It's like saying to post here you have to buy torque.
#29
Keep at it, man! If (when, right?) you get TGE, all this stuff that you've been doing will provide a fantastic foundation for learning TGE. The OpenGL knowledge alone is critical if you ever decide to start customizing the TGE graphics pipeline.
04/26/2005 (1:24 pm)
@Myles:Keep at it, man! If (when, right?) you get TGE, all this stuff that you've been doing will provide a fantastic foundation for learning TGE. The OpenGL knowledge alone is critical if you ever decide to start customizing the TGE graphics pipeline.
#30
On another note, if you want to complete your dice game, and submit me a working Linux version (Seriously may want to consider using SDL for the game), I'll gladly buy a copy of the game from ya for $100, that way you would have funds to buy a copy of TGE :)
@Everyone else, no this isn't an invitation to ask me to spend $100, on your project :) I just happen to need some 3D dice and this fellow has IMHO a worthy cause.
04/26/2005 (1:32 pm)
@Myles, I know you are using SDL for input, but have you tried maybe building the whole app using the SDL toolkit? If you do that you will have a completely cross platform app, w/o the worries that come from trying to build to just DirectX or OGL specs. SDL includes layers, for Graphics, Audo and Input, pretty much everything you need for a nice game engine.On another note, if you want to complete your dice game, and submit me a working Linux version (Seriously may want to consider using SDL for the game), I'll gladly buy a copy of the game from ya for $100, that way you would have funds to buy a copy of TGE :)
@Everyone else, no this isn't an invitation to ask me to spend $100, on your project :) I just happen to need some 3D dice and this fellow has IMHO a worthy cause.
#31
04/26/2005 (5:26 pm)
T2D is a good place to start now
Torque Owner Jeff Houck