Your feature requests for the next release
by Russell Bishop · in Torque X 2D · 05/13/2008 (4:45 pm) · 6 replies
Post your feature requests for the next release!
I didn't see anywhere else to post this sort of stuff, so I thought we could have a thread to ask for features/improvements. Please be constructive and realistic (no whining!).
To get this out of the way: TorqueX Builder 3D. It is already under development so no need to ask for that. I'm sure it will be released when it is ready.
* Physics system improvements - support for convex-convex collision and use of collision meshes for non-static models, as well as jitter reduction (currently things don't come to absolute rest). I already added center of mass and inertia tensors to the RigidBody and John Kanalakis checked it into the source tree. These improvements would pretty much round out the physics system.
* Vehicle support - a really great feature from TGEA that I'd like to see ported, even though I already implemented my own vehicle code, something with better testing and support would be nice.
* Shadow maps - self shadowing, support for more complex shadows than the blob shadow for moving models, and so on.
* Load-on-demand terrain - I know the terrain already does this for the texture, but having the ability to dynamically page in the geometry would allow arbitrarily large terrain and associated textures.
* Save game support - It would be really cool to save a scene and its current setup off to a save game file, then restore it with the scene loader.
* Dynamic Loading of Scene Data - The ability to do GTA/HalfLife/etc style load-as-you-go. I know this would probably be more of a long-term goal and not likely to make a release any time soon, but I can't help asking for the moon :D
Go ahead, post your feature requests! Personally I can't think of anything else - TorqueX seems to have everything else I need to make a kick-ass game.
I didn't see anywhere else to post this sort of stuff, so I thought we could have a thread to ask for features/improvements. Please be constructive and realistic (no whining!).
To get this out of the way: TorqueX Builder 3D. It is already under development so no need to ask for that. I'm sure it will be released when it is ready.
* Physics system improvements - support for convex-convex collision and use of collision meshes for non-static models, as well as jitter reduction (currently things don't come to absolute rest). I already added center of mass and inertia tensors to the RigidBody and John Kanalakis checked it into the source tree. These improvements would pretty much round out the physics system.
* Vehicle support - a really great feature from TGEA that I'd like to see ported, even though I already implemented my own vehicle code, something with better testing and support would be nice.
* Shadow maps - self shadowing, support for more complex shadows than the blob shadow for moving models, and so on.
* Load-on-demand terrain - I know the terrain already does this for the texture, but having the ability to dynamically page in the geometry would allow arbitrarily large terrain and associated textures.
* Save game support - It would be really cool to save a scene and its current setup off to a save game file, then restore it with the scene loader.
* Dynamic Loading of Scene Data - The ability to do GTA/HalfLife/etc style load-as-you-go. I know this would probably be more of a long-term goal and not likely to make a release any time soon, but I can't help asking for the moon :D
Go ahead, post your feature requests! Personally I can't think of anything else - TorqueX seems to have everything else I need to make a kick-ass game.
About the author
#2
05/14/2008 (5:27 am)
My vote would be for a GUI editor similar to TGE. Creating screens in code and aligning them is tedious to say the least.
#3
05/14/2008 (1:56 pm)
One more thing that would be nice to have resolved in the next version would be to adopt the coordinate system that XNA uses. One of the really nice features of this engine is its ability to permit calls to XNA and using two different coordinate systems in the same engine makes things a little tricky at times.
#4
Having the coordinate systems be different does have one useful result - it forces you to better understand Matrix and Vector math, and what the direction unit vectors are all about, etc, as well as come to terms with rotation.
05/14/2008 (2:58 pm)
Changing the coordinate system is something I would put into the non-plausible category. Having the coordinate systems be different does have one useful result - it forces you to better understand Matrix and Vector math, and what the direction unit vectors are all about, etc, as well as come to terms with rotation.
#5
05/14/2008 (3:10 pm)
Actually I found mention of this as a comment in the source code for TorqueX stating that they might make this change at a later date. Anyway, sure would be nice for consistency sake but definately something that can be worked around.
Torque Owner Kele Turnipseed