Ben/Brian: Any sneak peak on MS 4 for us? :-)
by Martin Schultz · in Torque Game Engine Advanced · 08/04/2006 (3:10 pm) · 45 replies
@Ben & Brian:
I truly have to say I'm super keen on the things that might be in MS 4. And I know that MS 4 is not released now, but to feed the hungry mouthes, would it be possible for you to post 1 or 2 screenshots of the stuff that you have in the works? :-)
(it's ok if you don't want to post something. I justed didn't want to miss having asked...)
Martin :-)
I truly have to say I'm super keen on the things that might be in MS 4. And I know that MS 4 is not released now, but to feed the hungry mouthes, would it be possible for you to post 1 or 2 screenshots of the stuff that you have in the works? :-)
(it's ok if you don't want to post something. I justed didn't want to miss having asked...)
Martin :-)
#22
08/15/2006 (12:16 am)
I'd love to see MS4, but you have to love GG for what has aready been done (and the some of the members) love the bots.
#23
08/15/2006 (7:02 am)
Was MS4 supposed to include OpenGL?
#24
08/15/2006 (7:14 am)
Where is the list of milestones? i was unaware 3 more had been added.
#25
I also too remember OpenGL implimentation being on MS4, but I can't be sure. Ah well. Its still awesome :)
08/15/2006 (7:16 am)
Twas a joke paul ;)I also too remember OpenGL implimentation being on MS4, but I can't be sure. Ah well. Its still awesome :)
#26
08/15/2006 (7:18 am)
Sorry Paul, was a cruel, cruel joke ;)
#27
08/15/2006 (7:26 am)
*shakes fist* why must everyone tease me, i just want to frag Kork is that soo wrong?
#28
08/15/2006 (9:50 am)
Open GL was always said to be done after the final of TSE
#29
08/15/2006 (10:25 am)
Hmmm.. *taps fingers together evilly*
#31
08/15/2006 (1:33 pm)
My question now is, how long until they actually release the code, and when will the editable terrain be in. But after looking at the 2 vids, i think its time to port my game over to TSE.
#32
08/15/2006 (1:43 pm)
*drum roll*
#33
08/15/2006 (3:38 pm)
Btw, just to get this clear.. When it says lighting and shadows on terrains, that means dynamic terrain lighting, right? So we can have our suns move with time and the terrain light and shadows change with it??
#34
08/15/2006 (3:55 pm)
Dynamic and static lighting and shadows are supported. For performance static objects cast static shadows (they never move) - this includes interiors, the terrain, Atlas, and static DTS objects. Dynamic DTS objects cast dynamic shadows on to the world and self-shadow. :)
#35
08/15/2006 (4:08 pm)
So.. terrain can't cast dynamic shadows? :(
#36
08/15/2006 (4:27 pm)
In what case would a terrain cast a dynamic shadow? Moving islands? hehe
#37
08/15/2006 (4:33 pm)
Dave - A setting sun.
#38
The system was coded with this sort of setup in mind - though it doesn't work that way out-of-the-box, because that won't work with point and spotlights (TSE supports more than just sunlight). Also the overhead is much higher and most of the games created with TSE will likely use a fixed sunlight source, so the performance of static lighting was a priority.
08/15/2006 (4:38 pm)
The dynamic shadow system is very flexible. You can make changes to use a single shadow map for all objects as seen from the sun.The system was coded with this sort of setup in mind - though it doesn't work that way out-of-the-box, because that won't work with point and spotlights (TSE supports more than just sunlight). Also the overhead is much higher and most of the games created with TSE will likely use a fixed sunlight source, so the performance of static lighting was a priority.
#39
08/15/2006 (4:49 pm)
Hmm, I'll have to see when its all released I guess. Dynamic terrain lighting and shadowing is a major thing for me that I'd love to get in. I recently even put in a special request to the maker of L3DT which he did for me to make it work specificly with TSE and dynaimc terrain lighting.
#40
Are you referring to generating Atlas light maps inside TSE (during the lighting phase)? If so, yes that's supported.
08/15/2006 (4:58 pm)
Are we taking about the same thing - how can a change in L3DT implement dynamic lighting and shadows in the TSE graphics pipeline?Are you referring to generating Atlas light maps inside TSE (during the lighting phase)? If so, yes that's supported.

Torque 3D Owner Jacob Dankovchik