Game Development Community

Torque 3D MIT: Codename GREED - FPS Engine

by J0linar · in Torque 3D Professional · 12/01/2013 (11:59 am) · 281 replies

This is a direct result from
www.garagegames.com/community/blogs/view/22497

Evryone who wishes to participate
can voice her/his oppinions
wishes and ideas

The Current Plan is as following

Torque3D MIT 3.5 will be used to develope a modern FPS oriented Engine
- Codename GREED


the following resources
will be integrated into GREED - credit will be given to the these guys

*Verve by Phillip O`Shea - Violent Tulip
https://github.com/antesim/verve - will need to be ported to work with the latest t3D MIT Version

*GMK by LogicKing
*HitBoxes by Davide Archetti
*Weapon Sway by Bryce
*Breathing by  F.W. Hardijzer & Donnie Hutson Jr
*Mount images on images by Daniel Buckmaster
*Over-Shoulder Camera by Kenan Chabuk & Kory Imaginism
*GUIs Rendered on an object: guiDynamicTexture by Tom Spilman, Dave Young & Lethal Concept
*Minimap by Thomas Fluff Harris WIP (Orthographical Projection via Render to Texture)
*Computational Fluid Dynamics: MetaBlobs by Jack Stone [License: BSD]

World Editor GUI - Theme by Nils Eikelenboom
www.garagegames.com/community/forums/viewthread/135730/5#comment-852532
Nils Eikelenboom is going to update his Theme for Greed/Torque 3D 3.5
*ETA 2014/02
*Note: Theme Colors will be Red/Black
i-dropper.net/deadlymatter/DeadlyMatter_Dev1_UI_small.jpg


The following resources are by Steve Acaster
*HalfLife2 Style Weapon Selection for T3D
*Simple Faking Melee with Raycasts
*Randomized Artillery Bombardment
*CoD Style MineField Triggers
*Ai Poses Reduxed

The following Resoucres are subject to change
depending if there is no better solution
These are by Marcus L  from the MXG Weapon Mod Resource Series
*Decals Depending on Material
*Explosion and SFX Depending on Material
*Structure and Armor Piercing Projectiles
*Advanced Crosshair

Shaders:
Filmgrain  PostFx   - WIP by Thomas Fluff Harris
Heathaze   PostFx   - WIP by Thomas Fluff Harris
DirtLens   PostFx   - WIP by Thomas Fluff Harris
Bokeh      PostFx   - WIP by Thomas Fluff Harris
DoF        PostFx   - WIP Updated Depth of Field Shader by Thomas Fluff Harris
Vignette   PostFx   - by j0linar based on Andy J.Edmonds - postFx library Resource
MotionTrail         - WIP by Thomas Fluff Harris, for Melee based weapons such as sowrds
Silhouette PostFx   - by konrad Kiss & smally
(Do Note the Silhouette selection will be mainly for items and defined props that the player can use/ take)

In Consideration:
Awaiting more community input
*Advanced Player Stuff by Daniel Buckmeister
-Charge-up jumping
-Leg springs used to provide force
-Freedom of Movement
-Mantling 
-Tic-Tac (Walljumping)

*64bit - by Yuri Dobronravin - LogicKing & Andrey Syrokomskiy
http://www.garagegames.com/community/forums/viewthread/134868
(Will need some reworking as the 64bit patch is not a complete solution)

*PhysX - Apex Destruction RnD by Thomas Fluff Harris & J0linar

Gameplay Specific:
The following will be used in the Construct Demonstration and is ment to be a base for
the users of the engine.

Save/Load - by Azaezel
Discussion sourceforge.net/p/greedtech/discussion/general/thread/22daf46f/

OnRail FPS Shooter - by J0linar
Discussion sourceforge.net/p/greedtech/discussion/general/thread/34986da3/



Note:
The feature list is subject to changes
if there is concern about one or more features and their usability.
Plz voice your oppinion and give feedback/ suggestions.

On a sidenote, this Engine will remain OpenSrc, it will be still MIT
but it wont reflect Torque3Ds image as the goal is to create something that enables the end user
to create a modern FPS Game with ease (at least when it comes to the Engine).
#121
12/05/2013 (2:20 pm)
Hmmm...

Do we have some one that could possibly do something with the rendering side of things?

Here is why I bring it up.

Tourqe 3D has a great Rendering tech as is. But it could be better.

For a long term goal. I would suggest Physically Based Rendering this would give a more realistic look to more projects using GREED opposed to the current model we have in.

If anyone is up to the challenge I will be more than happy to ship them a copy of the books Real Time Rendering 3rd Edition and Physically Based Rendering, Second Edition: From Theory To Implementation. My only request is that they do something with the books. :)
#122
12/05/2013 (2:25 pm)
if i successfully get dx11 working u will have advanced procedural rendering
#123
12/05/2013 (2:32 pm)
@Thomas Fluff Harris - Ok, I can live with that. :)

Also what are the benefits of Advanced Procedural Rendering Just out of curiosity?

I cannot seem to find much about it on the web.
#124
12/05/2013 (2:33 pm)
http://www.gdcvault.com/play/1015455/Advanced-Procedural-Rendering-with-DirectX

read and be amazed :D
#125
12/05/2013 (2:44 pm)
@Thomas Fluff Harris - I looked and the tech looks impressive :)

I had a look on the guys blog which was linked near the end of the prentation. :)

Here is one of the videos that was on there.

http://www.youtube.com/watch?feature=player_embedded&v=i8hSZGTXTx8

So that sort of detail will be able to be achieved?
#126
12/05/2013 (2:48 pm)
not only possible but would also run like a dream :D its one more step to making polygon limits a thing of the past
#127
12/05/2013 (2:56 pm)
ill explain just for anyone that dosnt want to watch the video or read the docs,

Advanced Procedural Rendering gives u access to drawing models with gfx card and not storing data on the pc or creating hard meshes, u can perform complex operations like booleans and subdivision all in code, u could get an artist to create a 3d mesh of a person ( a single person btw ) take it into the gfx break it down in code make a few dynamic variables and inject it into the code and boom u have like 300 models all different but based around the template u put in. all done by the gfx card and dx.
#128
12/05/2013 (2:57 pm)
@Thomas - You just made my day!

I opened this thread with the Terminator 3 Theme song going in the background on my PC. So you just attained coding god status until further notice. :P

Also what are the other steps to making polygon limits a thing of the past?

Just curious :)
#129
12/05/2013 (3:03 pm)
http://www.youtube.com/watch?v=T1_9B5M-Ufg


what that is showing off is the smoke behind the car isnt a particle effect ;)

raytraced meshes used there
#130
12/05/2013 (3:05 pm)
im trying to find one video in particular tho
hang on
#131
12/05/2013 (3:06 pm)
here it is

http://www.youtube.com/watch?v=-I5TEpAnuEg


tiled resources
#132
12/05/2013 (3:17 pm)
@Thomas - Very nice!

So tiled resources are basically LOD models for Textures? Correct me if I am wrong. :)
#133
12/05/2013 (3:20 pm)
ur not wrong no think of it as an lod mesh for texture atlases, u could create one texture which would hold info for 4 different textures and those 4 hold info for a further 4 textures each the gfx crunches the tile out of the tiled resource set when it needs it rather than loading it all up when u load each scene
#134
12/05/2013 (3:24 pm)
http://www.youtube.com/watch?v=QB0VKmk5bmI < for a better showcase
#135
12/05/2013 (3:24 pm)
@Thomas - That is awesome!

I really want that now. :D
I need to get back to work on the scene I am making for the project.

I think I will put up my project under the GREED Moddb Page to garner more interest in the engine.
#136
12/05/2013 (3:48 pm)
What kind of project? You are doing a game or something? If it is just a scene it can later be used to promote the features. I think moddb is just for mods or games, for single items or scenes there are other platforms.
#137
12/05/2013 (3:54 pm)
@Duion - Hey,

I guess I should have clarified. It is a side project of mine. That I have been working on for a little bit now (3 Days about) I am in no position to show it off yet.

As for what kind of project - It is a Tactical Shooter so think the Classic Rainbow Six games, Ghost Recon or Red Orchestra OST-Front.
#138
12/05/2013 (6:23 pm)
"a 3d mesh of a person ( a single person btw ) take it into the gfx break it down in code make a few dynamic variables and inject it into the code and boom u have like 300 models all different but based around the template "

that means we can create hundreds of debris each different from one another.
same for trees and .....
possibility is huge.
not sure.most probably in procedural city generation softwares used this kind of techs.

wondering why they removed those video.
@thomas.
do u know any game that is using this technique ?
or any project ?
#139
12/05/2013 (6:26 pm)
the posibilities are endless and i really dont know any developer off the top of my head that has used this yet but seriously someone has to of used it lol i think the main place ur gonna see it (game wise) will be on xbox1

Pc games really i dont know no game that i know of has really said they have, cross platform compatibility is all the rage these days and as far as i know opengl dosnt have those features and if ur going to design a city purely out of SGFs then no opengl user is going to see it
#140
12/05/2013 (6:58 pm)
@Thomas - Will I need to upgrade to Windows 8 to utilize these features?

Just curious :)