This is the complete list of wishes from the garage games uservoice, I intend to relist them in some orderly fashion.
Some are done, some are works in progress, some despite wishful thinking are never likely to happen, especially with the current manpower issues, these along selected items from the other places where features are requested can form the goto list if you want to work on the engine, or users can add their own to the list and start work.
If you are working on one of these and wish to say so, I can put your @link next to them so people who want to help with specific parts
Also I've no idea how this clashes with jeffs new posts, if it does then... I've prepared a list for him :p
- Add full support for Linux Operating Systems to Torque 3D
- Multiple CPU Core Usage (for skinned meshes especially)
- A new scripting language
- Shader Composer / Material Editor
- Open GL 4.x support for Torque3D
- Add full support for Mac OS X to Torque 3D
- AI System - Navgraph, planner, fuzzy state machine
- Physical Based Lighting/Shader (PBR)
- A system like kismet from unreal engine 3
- DX11 Support
- Global Illumination
- Update the Terrain System
- Inverse Kinematics for character animation
- Export to mobile platforms
- weather system
- Create an Open Source Alternative to Torsion
- GUI system Overhaul for Torque 3D
- Terrain Streaming or Paging
- Wind animation and collision support for groundcover objects
- 3d skybox
- Multiple Viewports in World Editor
- Revamp the Shadow system
- Better support for MinGW compilers
- Upgraded sketch tool
- Advanced snapping options
- hitboxes aka locational damage
- KEY FEATURE - Please keep Torque-3D-Linux Generic (Non-Os and Non-Version specific! )
- Animation Blending
- Add Torque3D to Steam Greenlight
- Steps in the FPS Tutorial for how to compile Torque3D for the first time.
- CgFX Shader Language integration
- Use a Plug-in Architecture so all the Add-ons could work together
- Add full support for Linux Operating Systems to Torque 2D
- Convert data serialization over to use TAML
- In game cinematics
- More Full Featured templates/Starter kits
- Forest Editor to support multiple forest objects per mission
- Play through web page, with streaming capabilities
- Support for Intel Graphics Cards
- Displacement map option.
- Core Engine refactor with Core Plus modules
- PhysX vehicle
- C# implemented
- Light animation for the emissive material
- wetness PostFX and wetness custom material
- Torque Smart ptr: Shared, Weak, and Scoped
- Seperate Sever from Client
- XMLVM toolchain for cross compiling to .Net, iOS, Android and Java
- A scripting language like GML (Game Maker Language)
- Realistic Skin Shader
- Rim Lighting Shader
- screenspace lightning
- Elevation mask for terrain-painting and new filling function
- Add placement of physicsForce objects to the World Editor
- Re-add terrain erosion
- More efficient / intuitive handling of the editor
- Add TorqueScript Prefab methods
- Additional options for forest/mesh painting
- Phong Tesselation
- More Simgroups/better managing (forest items, terrain materials...)
- Bigger brushes
- Marble Class
- Vehicle steering return-to-centre
- Better Zip file functionality
- Occlusion Volume
- RayInfo distance with ContainerRayCast
- Database: Simple and Complex
- MVC Design Pattern (Component System?)
- An unreal mesh paint like editor hooked into shadergen
- Add terrain layer sensitivity to the forest
- Enable looping for GuiTheoraCtrl.
- Zone Update
- Support for exporting game to the Flash platform
- Ai poses and ContactTimer Pack/Unpack update fix (already in resources)
- T2D Style Toybox System
- beefing up the sketch tool
- Jitter in terrain system between terrain and models
- Feature: "externalCommand" for Torque 3D
- GuiHealthHud - a C++ replacement for the scripted numerical health hud
- Improved Color Picker
- Add new GuiBitmapStringCtrl that strings a number of images
Art and level development
*Interior/structure designer like Constructor
*Prefab object that combines models and scripts
*Improve forest editor
*Beefing up the sketch tool
*Beef up the material editor
*Fix the Shadow system
*Jitter in terrain system between terrain and models
*Add weather system
*Better snapping system
*Better Zip file functionality
*Re-add terrain erosion
*Add terrain specular, and if needs be, remove parallax from the terrain pass to make way for it, but retain parallax for shapes.
*Add the ability to set a kind of 'alpha mask' for the terrain tools, so you can set the strength & shape of the tools a bit more specifically.
*Add more flexibility in the noise tool again, maybe being able to set a tiled heightmap mask to it so you can again control the behaviour of it better depending on design requirements.
*Water... although I haven't played around with it in recent builds, and it may have been changed since I have used it properly, the settings for water could really be simplified down to make it more user-friendly, a lot of the settings are awkwardly named considering their effects on the water blocks.
*A basic precipitation and particle library
*Add split screen "viewports"
*Better terrain materials manager
*Add a semi "auto-zone" widget kinda thing. for example selecting a building shape, and at the click of a button, create a "zone" item matching its bounds etc.
*Ground Cover needs collision support
*Add terrain layer sensitivity to the forest
*Improve character import
*Add more keyboard shortcuts and show on the menu
*Light bleeding through the seems
*Possibly change the ground cover and forest editor to be 2 more generalized editors
*when standing outside of a zone, particles and lights are visible that are created inside of it. the only way that they should be visible is by looking inside the zone through a portal.
*Occlusion Volume. It should have a switch that allows it to effect the terrain behind it or not. As it stands, it causes the terrain to disappear behind it, which u don't always want.
*More 3D imports
*Artist friendly - add sliders along w numbers input
*SKYBOX and SCATTER SKY should work together somehow
*Better animation blending
everything that says 'improve' or one of its 20 million gazillion alternative ways to say improve need moving to a separate list, since clearly, the feature exists in some form, also to some extent they are the most pointless and irritating *wishes* in list form, they need to be discussed.
if you believe this is an important area of work, take an item and create its own thread, make sensible suggestions and notes about what is missing of needs adding/enhancing.
TODO Note: Rework to new thread with appropriate separation.