GMK features suggestion
by Yuri Dobronravin · in Game Mechanics Kit · 08/02/2009 (6:38 am) · 23 replies
If you have any ideas about features that you want to see in the future version of GMK feel free to post it here.
You can post virtually any ideas: from small tweaks to whole new subsystems.
Of course small features - like some specific hotkeys for the GMK editor, or additional parameters for Physics Pack objects are easier to add, though such features will be considered at first place.
Also please tell why do you need certain feature. For example, you might want new hotkey or button for the GMK editor because it will be easier to access some frequently repeated action and this will save a lot of gamedesigner's time.
You can post virtually any ideas: from small tweaks to whole new subsystems.
Of course small features - like some specific hotkeys for the GMK editor, or additional parameters for Physics Pack objects are easier to add, though such features will be considered at first place.
Also please tell why do you need certain feature. For example, you might want new hotkey or button for the GMK editor because it will be easier to access some frequently repeated action and this will save a lot of gamedesigner's time.
#2
08/02/2009 (7:46 am)
been looking into the bullet source, there is a collada system, very similar to what the physx implementation uses, I'm going to persue it, see if I can get it to work
#3
08/04/2009 (4:48 am)
Yeah, adding support of destructible physics object is very likely. Probably we also add more parameters to physics object. Phys object will be able to cast damage on collision with player etc.
#4
Have you had any success with the destructible objects physic? I'm eager to see it put to use with T3D and GMK. I have any idea but I haven't put it to uses yet. I've been looking at how it's done with
www.pixelux.ch/component/option,com_frontpage/Itemid,1/
Maybe use this plug-in create the animations for (lets say a glass window), exporting it and the animation out as collada, into T3D with GMK but not for sure if it would be that easy, please keep us posted!
Oh, just came across this it may work better!
www.naturalmotion.com/endorphin.htm
Here another Idea on how to Creating Breakable Walls maybe add this to the GUI of GMK
08/04/2009 (2:49 pm)
@deepscratchHave you had any success with the destructible objects physic? I'm eager to see it put to use with T3D and GMK. I have any idea but I haven't put it to uses yet. I've been looking at how it's done with
www.pixelux.ch/component/option,com_frontpage/Itemid,1/
Maybe use this plug-in create the animations for (lets say a glass window), exporting it and the animation out as collada, into T3D with GMK but not for sure if it would be that easy, please keep us posted!
Oh, just came across this it may work better!
www.naturalmotion.com/endorphin.htm
Here another Idea on how to Creating Breakable Walls maybe add this to the GUI of GMK
#5
Rendered on an object: guiDynamicTexture: Make it easier to connect a surveillance camera to your game here some resources
Click Here
Click Here
Stack Object: This will allow you to select a object and place another object on top of it.
08/10/2009 (4:42 pm)
AVI video on DTS. Option to make it easy to add a video to a model like a Dts, and make it easier for it repeat itself.Rendered on an object: guiDynamicTexture: Make it easier to connect a surveillance camera to your game here some resources
Click Here
Click Here
Stack Object: This will allow you to select a object and place another object on top of it.
#6
Thanks yuri for this great works.
08/14/2009 (10:16 pm)
I think "tearing" soft body will be cool.Thanks yuri for this great works.
#7
08/15/2009 (1:40 pm)
Vehicles with any of the physics engines would be a long overdue addition for any version of the Torque engine. Hell I would pay more for an upgrade to the kit that had that too.
#8
- Proper video support for GUI would be great!
[If both of those ideas made it in, then we could play videos on shapes...brilliant really.]
08/15/2009 (3:15 pm)
- Functional GUI's on DTS/DAE shapes would be great! (If you have ever played the C4 demo or the NeoAxis demo, you would know what I mean.)- Proper video support for GUI would be great!
[If both of those ideas made it in, then we could play videos on shapes...brilliant really.]
#9
Another suggestion would be impulse/velocity continuity from player character to ragdoll.
I might be wrong, but it looks like the ragdoll just spawns where the player died. It would be better that if the player was damaged and if it killed the character, and it applied an impulse, that the impulse would be transfered to the ragdoll. That way explosions and shotgun blasts would send the ragdolls flying.
08/19/2009 (5:57 pm)
Oh had some more that should be easy to do, one is bouyancy. Another suggestion would be impulse/velocity continuity from player character to ragdoll.
I might be wrong, but it looks like the ragdoll just spawns where the player died. It would be better that if the player was damaged and if it killed the character, and it applied an impulse, that the impulse would be transfered to the ragdoll. That way explosions and shotgun blasts would send the ragdolls flying.
#10
08/19/2009 (6:04 pm)
Oops had one more really good one. Using materials instead of just textures for softbodies. I set that up for Taylor Petrick's PhysX work and it really opens up a ton of possibilities.
#11
>Oh had some more that should be easy to do, one is bouyancy.
Yeah, adding buoyancy to Physics Pack is good idea.
>I might be wrong, but it looks like the ragdoll just spawns where the
>player died.
Impulses from projectiles and explosions are added to ragdoll on death.
You can clearly see this on the video.
Take a look at server\logickingMechanics\SampleObjects\blasterGun.cs
function LaserBeamProjectile::onCollision
I shows how you can add impulse to your projectile.
But impulse for ragdoll can be tweaked from here:
server\logickingMechanics\ragDoll.cs
function createRagDoll(%ragdollData, %obj)
@Using materials instead of just textures for softbodies.
Hmm. There's no limits on use of materials for softbody. It will be using any shape (with any material) you provide. Try it, should work.
08/20/2009 (8:47 am)
@Ron Nelson>Oh had some more that should be easy to do, one is bouyancy.
Yeah, adding buoyancy to Physics Pack is good idea.
>I might be wrong, but it looks like the ragdoll just spawns where the
>player died.
Impulses from projectiles and explosions are added to ragdoll on death.
You can clearly see this on the video.
Take a look at server\logickingMechanics\SampleObjects\blasterGun.cs
function LaserBeamProjectile::onCollision
I shows how you can add impulse to your projectile.
But impulse for ragdoll can be tweaked from here:
server\logickingMechanics\ragDoll.cs
function createRagDoll(%ragdollData, %obj)
@Using materials instead of just textures for softbodies.
Hmm. There's no limits on use of materials for softbody. It will be using any shape (with any material) you provide. Try it, should work.
#12
Also about the materials thing, my mistake, you even used dts objects for flags. When we were doing the same with PhysX it was an entirely rendered object. I must say your method is far better. Now if you could just tear them.
08/20/2009 (1:35 pm)
Hmm I guess I need to hit mine with a bit more force then when it comes to impulses. Awesome video by the way.Also about the materials thing, my mistake, you even used dts objects for flags. When we were doing the same with PhysX it was an entirely rendered object. I must say your method is far better. Now if you could just tear them.
#13
08/22/2009 (7:08 am)
Just to make merging it in a little simpler... or something like what verve has done by having a template project for it!
#14
One more time I just wanted to say VEHICLES PLEASE.
08/23/2009 (4:18 am)
I don't know if this is something you could add to versions like TGE and TGEA but force zones is the best name I can think of. BAsically much like in T3D where water can push an object along which kind of goes with my bouyancy suggestion but using the mission wind direction and force would be a nice addition as well.One more time I just wanted to say VEHICLES PLEASE.
#15
08/26/2009 (11:59 am)
here's another idea for GMK is called the elevator it would be similar to the door functionality but you can set values of how the elevator would go up and down. Here a video that would give you a idea of how it would work Click Here
#16
www.garagegames.com/community/resources/view/17149
08/26/2009 (1:46 pm)
Well you know they do have a resource that does that already. Maybe not exactly, but the same effect can be achieved.www.garagegames.com/community/resources/view/17149
#17
I have to admit I haven't really tried to see if you did that or not already but if not its a damn good idea.
09/06/2009 (5:26 am)
Hey Yuri I have another one for you, since I know this is using triangle mesh collision for most things. Triangle mesh collisions that update with animations.I have to admit I haven't really tried to see if you did that or not already but if not its a damn good idea.
#19
1. Example of respawning an AIBot after its death.
2. Example of how one trigger can apply to actions of more than one bot at a time. Can you mix multiple settings with just one trigger?
3. Example of how a friendly AIBot can guard you...and then take off on their own after an enemy AIBot if a certain key combination is pressed.
I'm searching the demo for as much as I can, but it sure would make it easier on the new guys!
10/28/2009 (11:41 pm)
I'm fairly new to this, but what I would like to see are some examples of the scripting in certain areas. 1. Example of respawning an AIBot after its death.
2. Example of how one trigger can apply to actions of more than one bot at a time. Can you mix multiple settings with just one trigger?
3. Example of how a friendly AIBot can guard you...and then take off on their own after an enemy AIBot if a certain key combination is pressed.
I'm searching the demo for as much as I can, but it sure would make it easier on the new guys!
#20
10/29/2009 (9:43 am)
My vote is for vehicles and buoyancy!
Torque Owner deepscratch
DeepScratchStudios
like buildings( think of what is done with the T3D physx implementation, but done with bullet ),
crates,
vehicles( think of an aeroplane that you can shoot, and the wings can get shot of, and fall to the ground as physics objects, and the plane would crash as a physics object ),
and tanks or cars, that when blown up, doesnt spawn "torque debris", but physics "debris" that can be interacted with as physics objects, kind of how the ragdoll is done, (think of a car, that when destroyed, the doors, hood, trunk, become ragdoll jointed.
ragdoll doors. well ragdoll everything. (yes, its possible with the way GMK has been designed, easily )
these things would all fall under the same system, "destructable"
I'll have a look and see what is possible,and report back.