Game Development Community

What would you like to see addressed in Torque 3D?

by Matt Fairfax · in Torque Game Engine Advanced · 01/09/2009 (7:10 pm) · 281 replies

Hi all,
We've asked before but I thought I would take the opportunity to build a fresh list of what you would like to see addressed in Torque.

This can be everything from a long-standing bug, to a resource that is so useful you find yourself integrating it over and over, to a complete wish for something. Whatever it is we want to hear it!

Please keep in mind that just because you ask for it doesn't mean that you will get it. I am making no promises but it is always helpful to us to hear what you are interested in or concerned about.

Our community is hugely diverse and something that is absolutely essential and of the highest priority to you and your game may actually be something that other games never use so don't take it personally if we don't address your specific concern.

I am going to make sure that everything specific that you mention gets logged into our task tacker so that it can be prioritized and reviewed even if we don't get to it for Torque 3D. I say "specific" because statements like "vehicles suck" aren't useful to us however if you can narrow it down to "FlyingVehicles crash when they run into the ground too fast" then it is something we can look into.

I am very serious about this...if you ever want a chance at having your concerns addressed then you need to speak up.

About the author

By day, I am a senior programmer at The Playforge, makers of the popular iPhone game Zombie Farm. By night, I work on my own games as Night Heron Games. I am an ex-GarageGames employee who helped ship TGE, TGEA, Torque 3D, and Constructor.

#261
03/19/2009 (8:52 am)
Quest Editor!!
#262
03/19/2009 (6:28 pm)
Ignore this if it has been mentioned...thx

In a few other game engines, you can make brush based geometry without UV-mapping and mesh based with uv mapping...either way you were allowed to select shaders and change the images used for them via in-editor selections. Let me elaborate...

An example from 'Lawmaker' was that there were default proxy-shaders that you could apply to brush based geometry. Every one of the shaders would utilize the same default images to show you what the shader was capable of doing 'visually'. Then you could switch out the normal map or color map or height-map with a few clicks. This was a great feature to that engine that lacked quality in many other areas. Anyways,...with a large volume of color and normal maps on hand, being able to change them out on the fly is an amazing feature.
#263
03/27/2009 (1:24 pm)
I hope Torque 3D could have a great support to multilanguages.

There are a lot of games support multilanguages by now, they made it mostly in 2 ways.

1. Using a font which including multilanguage characters, like Company of Heros, Enemy Territory: Quake Wars, etc.
2. Using backround transparent character images, like Medal of Honor, Silent Hunter, etc.

Hope the development team could resolve the multilanguage support in Torque 3D.

Thank you.
#264
03/28/2009 (6:20 pm)
I not for sure what will be in T3D so I was thinking about making another forum that has idea for genre kits and shader pack for T3D. If you think this is a good idea post so i can make a forum.

Here one kit I was thinking of

Dynamic Weather System Kit with all of these features.

Realtime volumetric clouds

Lightning storm with dynamic lighting flashes

Wetness & Precipitation that has a wetness map on building and props etc with a thunder storm volumetric clouds.


Ice & precipitation snow storm with ice maps on building and props etc with a Snow storm volumetric clouds.


Desert wind storm & precipitation that has a dirt map on building and props etc with a Desert wind storm volumetric clouds.

Hell & precipitation that has a fire map on building and props etc with a Hellish storm volumetric clouds.

Fire Physics Display of the incredibly realistic fire with a physics.
#265
03/28/2009 (9:50 pm)
@ysun: I have ever actaully tried this, but couldn't multilanguage be supported using unicode on TGEA currently, you'd just have to put your strings into tables that use a different lookup based on your language I think.
#266
04/03/2009 (6:23 am)
I haven't read every single one of these posts, so possibly this has already been mentioned, but I'll mention it again just in case.

Could we please have a .zip download or .tar.gz or .7z or whatever, in addition to the "install .exe"?
#267
04/05/2009 (6:55 am)
@ J.C.: thanks for the reply. I am not good at coding, hope GG team can make a tutorial or resolve the problem in the official version. ;)
#268
06/19/2009 (4:42 pm)
Is torque 3D multithreaded, if not then love to see that???
#270
06/24/2009 (7:02 pm)
These are my hopes in MS OS
1.Full multi-languages Support or solutions and fix all bugs.
(A)UNICODE .gui will cause issue when save it on GUI editor.
(B)Use Non-English folder issue.
(C)Language packs
(D)100+ code page Warnings on non-English VS.NET

2.I can type any UNICODE words on all editors without any probleams.
This is very important for Asian areas.
3.easy to use editor's properties
(UNICODE checkbox,languageID,font,charset... ) to change my font
and charset.
4.String API all changed.(use StringXX from strsafe.h not ANSI only?)
5.Network format support(XML,HTML,script,flash)
6.Preview DTS,DIF files from editors.
7.RPG Kit and others.
8.custom database support(hash table,STL,or XML...)
The best solution is C#,python...
Then we can add relational database management system
and controls like datagrid.
Or cleanly torque's simple database solutions and samples
(ODBC,OLEDB,MYSQL,HTML,XML,web script...)

9. The /Clr will cause D3D8 failue,just remove it.
10.Torque Constructor,Showtool pro can support more Art formats.
(BVH,OBJ,FBX...)
11.AI players and a group players objects and samples, DOCs
12.Online docs / comments on functions from within the editor.
13.Conversation tree system and IME support
14.Simple POLYSOUP simulation textures (like skybox)
15.More Models,Objects and textures
16.Video teaching.
17.Advenced Camera
(A)We can choise DTS'Cam node,1st,3rd,orbit,god mode
(B)Pref settings of all the values
(C)APIs to change settings
(D)Don't worry about any torque version changed

18.Mount Objects use the same names
(remove "MountPoint" and set "Mount#")
19.All ObjectView plugin new features.

My friends all interested in the lower cost to develop games.
I'll pay for T3D if they can easy to use just learnning editors.
Thanks!~
#271
06/25/2009 (2:31 pm)
Detachable bones. A good example would be from Jedi Outcast, where you could use a cheat to take off enemies arms, legs, hands, and heads. It'd be nice if we had that along with the ability to apply physics to the detached bones.
#272
07/16/2009 (11:04 am)
I think the most important thing I'd like to see addressed is the rigid body collision and response. I believe this is what's causing a lot of the issues with the vehicles.

I think this feature alone would be a big win. There are lots of other requests here that I agree with too but I think they are a little too specific. A networked rigid body simulation has a wide variety of applications beyond just vehicles.

If we can't get this solved, it'd be nice to get some support for how we can do this ourselves. For example, recommendations for what to implement/change. I'd be very glad to do this work myself I just need to be pointed in the right direction. What implications are there for networking, etc.
#273
07/28/2009 (7:06 am)
While we're throwing big thoughts and wishes into the ring, I'd like to add one that I've been thinking of for a while...

Use JavaScript as the scripting language, in addition to (instead of?) Torquescript. I would think this would take a large amount of support/training/explaining pain off of y'alls shoulders, while also moving both languages you support to be industry standards (C++, JS). Ideally, some of the open source JS compiling engines could be used (Gecko, Webkit), and all calls to existing ConsoleMethods/ConsoleFunctions could be retained.

The beauty of this would be that all the existing JavaScript IDEs and tools would immediately be useful in development.

Just my thought for the day. :)
#274
07/28/2009 (8:29 am)
@Jay: I second that! (JS in addition to TorqueScript)...
Ultimately, using JQuery with XHTML/XML for GUI is what would rule the most imho. Also, AJAX for data fetching? Mmmm.
#275
07/28/2009 (10:56 am)
"script movers/path shapes" to use as platforms and elevators etc..
(the resource is a bit crap)
#276
07/30/2009 (10:05 am)
@Konrad: I second that! (JQuery with XHTML/XML for GUI + AJAX for data fetching) ... :-D
#277
07/30/2009 (7:30 pm)
How about XAML(WPF,Silverlight) feature in windows?
(1)GUI design
(2)database
(3)Adobe file format
#278
09/08/2009 (9:16 am)
I have been away from TGEA for a little while and the situation may have changed - but most of my time seems to be spent searching forums and documentation to find out how to actually use the product.

I would prefer to see a nice, easy to use web interface which on one hand showed my lots of nice, easy tutorials (that actually work) and on the other hand lots of nice, easy reference pages.

Also I am a little concerned that some add-ons are dependant on other add ons - eg. TGEA with AFX. I do actually have AFX but would rather see a more modular approach so that we can simply use whatever add-ons we like without worrying - will it work.

I would prefer this to seeing a lot of nice eye candy!!!!
#279
11/01/2009 (11:25 pm)
Can anyone point me to a thread that will give instructions on how we can tell the engine to allow us to make the ocean deeper on a Megatterrain map? I mean, not using the greyscale heightfield and re-generating the terrain, but actually using the manual world editor GUI and excavating the terrain lower. We have apparently hit a maximum depth of 14 feet for our ocean and we can't figure out how to make it deeper without also making the mountains significantly higher (via regenerating the terrain) and also, this method really does a number on the edge seams so I would really rather not go that route if at all possible.

What is happening?
We can raise and lower the terrain to a specific depth, and then it flattens out. We even tried raising the entire terrain 200 units above 0. This did not help. The seabed remains stubbornly at 14 feet deep, and will not go any lower than that, regardless of overall terrain elevation. The terrain itself seems to be hard coded with a specific depth. Is there any way around this? I don't see how to do it in script.

This is what our Megaterrain looks like right now
new SimGroup(MegaTerrain_N34E32_02) {
         canSaveDynamicFields = "1";
         Enabled = "1";

         new TerrainBlock(N34E32_02a) {
            canSaveDynamicFields = "1";
            Enabled = "1";
            position = "-2048 -2048 200";
            rotation = "1 0 0 0";
            scale = "1 1 1";
            detailTexture = "Visions/data/terrains/details/detail1.png";
            terrainFile = "Visions/data/missions/Kourion_0.ter";
            squareSize = "8";
            tile = "0";
            detailDistance = "25";
            detailScale = "256";
            detailBrightness = "1";
            texelsPerMeter = "8";
            clipMapSizeLog2 = "10";
         };
         new TerrainBlock(N34E32_02b) {
            canSaveDynamicFields = "1";
            Enabled = "1";
            position = "-0 -2048 200";
            rotation = "1 0 0 0";
            scale = "1 1 1";
            detailTexture = "Visions/data/terrains/details/detail1.png";
            terrainFile = "Visions/data/missions/Kourion_1.ter";
            squareSize = "8";
            tile = "0";
            detailDistance = "25";
            detailScale = "256";
            detailBrightness = "1";
            texelsPerMeter = "8";
            clipMapSizeLog2 = "10";
         };
         new TerrainBlock(N34E32_02c) {
            canSaveDynamicFields = "1";
            Enabled = "1";
            position = "-2048 0 200";
            rotation = "1 0 0 0";
            scale = "1 1 1";
            detailTexture = "Visions/data/terrains/details/detail1.png";
            terrainFile = "Visions/data/missions/Kourion_2.ter";
            squareSize = "8";
            tile = "0";
            detailDistance = "25";
            detailScale = "256";
            detailBrightness = "1";
            texelsPerMeter = "8";
            clipMapSizeLog2 = "10";
         };
         new TerrainBlock(N34E32_02d) {
            canSaveDynamicFields = "1";
            Enabled = "1";
            position = "0 0 200";
            rotation = "1 0 0 0";
            scale = "1 1 1";
            detailTexture = "Visions/data/terrains/details/detail1.png";
            terrainFile = "Visions/data/missions/Kourion_3.ter";
            squareSize = "8";
            tile = "0";
            detailDistance = "25";
            detailScale = "256";
            detailBrightness = "1";
            texelsPerMeter = "8";
            clipMapSizeLog2 = "10";
         };

Any ideas, suggestions or feedback? Please? Point me to a thread that has the magic solution that I couldn't find?

Thank you!
-Laurene
#280
11/02/2009 (10:44 am)
@Sparkling

You'll have better luck getting an answer by creating a new thread for your problem.