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slapin

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Posts posted by slapin

  1. Hi all! Long time no see.


    I think about making a small game in T3D. The whole point is there is a car players can sit in (for example up to to 4 people). Should have AI ones to replace real.

    One of them is driver. The other 3 shoot 3 kinds of weapons. The goal is to run away from enemies shooting the enemies which attack from behind.

    Kind of fast paced shooting gallery on wheels. Driver can't shoot but drives the vehicle.

    The design requires a car which have openning doors and trunk and interior (as most gameplay is from first person view). So just current vehicle system will not work and require modification. Could you help me what parts of engine require my attention to implement what is desired, especially wheeled vehicle implementation?

    Thanks a lot!

  2. As I currently understand the asset pipeline should be the following:

    1. Implement base character full with rig and skin.

    2. Create a geometric cube for all the joints and remove all bones.

    3. Apply morph targets to the resulting geometry as necessary, moving/rotating

    joint helpers as necessary.

    4. Generate skeleton from joint helpers.


    1. and 2. can be done with out-of-engine tools (i.e. special exporter or just directly in modelling program, but I have problems with 3. and 4. as it have to be done inside engine. Is there any libraries or examples I could look at beside Makehuman?

  3. I also have this problem with NavMesh and I'm on Linux too.

    The way to reproduce is to have terrain with forest on map, than have NavMesh over 256x256.

    If I open editor with such scene, everything is messed-up, I see lots of broken geometry on screen. If I decrease NavMesh size, the amount of broken geometry decreases and if NavMesh is under 256x256 it works fine. Looks like some corruption or type limits. I wanted to valgrind this, but had very little time for that. I don't know if NavMesh actually works when visually distorted, if I run in game mode bots behave the same.

  4. Hi, all!


    as I see currently many games employ character customization mechanics

    (or even generate all characters from standard template).

    This usually have some macro settings like height, arms/legs length, etc and micro- settings like

    face customization. Games which come to my mind are Skyrim, Saints Row, etc.


    Some games also include runtime mechanics like GTA SA which allows growing fat, muscles, etc.

    How these things are done (fundamentally? Is is possible to implement such thing for Torque3D?

    The most amzaing thing about this is that skeleton is changed together with body,

    I wonder how they do that...


    I know it is possible to change body via morph targets and then bake that to a model somehow (

    this can be done in software for most flexible way and saved as model ready for engine), but what about bones?

    How to sync skeleton changes to body changes?

  5. Well it is definitely worth it as with Urho3D 100 physical characters spawned did give about 10-20 FPS and with 100 agents via DetourCrowd was quite well with 100+ FPS on the same machine. Need to learn source code first though.


    Currently with Torque3D 100 aiplayers heavily drop FPS to slideshow level so I wonder...

  6. Hi all!


    I was looking very hard for how to instantiate navmesh at run time and save it into save game for later use and could not find anything.

    Is there some example?

    Also I tried to use pre-made navmesh with spawned aiplayer but could not find any example on how to do that and what I miss.

    I probably don't know enough to search properly so could you please help and provide some info (best for post 3.7 or latest version).

    Any links?


    Thanks!

  7. Hi, all!


    I want to implement what I did for Urho3D and Godot




    i.e. procedural roadmap + buildings (but on different level, i.e. not 90 degrees angles and different building styles will be

    implemented. Where should I start?

    I do have all the algorithms implemented already, I just need to have engine-specific hooking.

    1. How can I implement procedural geometry for buildings with LODs. The buildings should be enterable and with

    interiors.

    2. How such code is best integrated into engine, i.e. where to look for hooking that in?

    3. Later I will want to have procedural terrain generation, where to look how this is done?

    4. How can I store generated geometry in save file so it generates everything on New game and then everything persists throughout playthrough?


    Thanks!

  8. Hi, all!


    How can I import complex object as whole house? It is modellled in Blender with doors and everything.

    I want to control doors, buiuld navmeshes and have control over details - what is the best to import such thing?


    I tried to import it as is to Collada, but it seems like Toreue3D considers it as unsplittable single entity,

    so I wonder how to handle such cases.

  9. If you know how to integrate those features you probably also know how hard it will be.

    I do know how to implement features with bare-bone engine with ECS, but not Torque3D, so I ask.

     

    1. You can use BadBehavior: https://github.com/BadBehavior/BadBehavior_T3D I use it and it is pretty cool.

    Thanks, will look into it.

    2. Vehicles are possible, but you probably have to fix and add things here and there for your custom needs.

    3. Only thing I do not know is if there is a limit to number of bones, but if you need that many you should probably LOD that anyway, since it will cost probably too much performance in an open world game.

    4. The default terrain is already "smart" but GTA does not use a terrain system I think, they do everything with hand made models and some kind of LODing mechanism.


    The things that you demand do not exist out of the box in Torque3D for the most part, but you can make a simple prototype game that comes close relatively quick I think.



    It seems that I actually look into how to add things to Torque3D, i.e. how much the engine is extendible, i.e. how hard it is to integrate custom things into engine...

    Is there some structure, ECS, anything I could align too, any best practices.

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