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Up and Coming
February 27, 2013

Making Progress with Torque 3D

Hey Rift Peeps!

I've decided to tackle the barrel distortion shader first with Torque 3D. That way I can immediately see my results of my work in the Rift.

For now, I've not worried about rendering a stereo pair from the engine as that will require some modifications to Torque 3D's graphics pipeline. In its place I take T3D's standard rendering and crop out a center strip (with the cropping shifted left and right to simulate the eye separation based on values from the OVR SDK) and build a stereo-like pair. So far this has been a decent stand-in for true stereo rendering.

I then apply the OVR SDK given barrel distortion shader to my fake stereo-pair image and end up with the following:

T3D-Rift-Test-02.jpg

I'm also not scaling up the input texture (as discussed in section 5.6.3 of the docs) and instead am taking a hit to the resolution of the final image to get the larger FOV. In the image above I'm scaling the distortion shader's Scale constant by 0.8. Down the road I'll add proper support for the larger input texture to Torque 3D (which will also require some graphics pipeline changes).

Even without true stereo rendering the experience in quite compelling. Next up, head tracking!

My ultimate goal would be to combine my Razer Hydra integration with the Rift for a sweet demo. If you're interested, you can read about my T3D Hydra integration here: Torque 3D Now Supports the Razer Hydra Controller.

- Dave

EDIT: Image attachments are pretty limited in size, eh? It would be great if the forum supported auto-scaling of the image with a link to the full size.

    43 replies

    Up and Coming
    May 30, 2013
    I thought this would be appropriate to post in this thread on a simple guide on setting up Torque3D with the rift.

    I posted on Reddit but i'll quote it here hopefully this will make it easy for someone to get started.
    Hey Guy :)

    Thought I would help users who want to make games or play around in something other than Unity or UDK

    I will provide below instructions on how to use the fantastic Torque 3D engine.

    the same engine used for the Rift Valley and Aurora Borealis demo's

    First you need to download 3 files

    Torque 3D Engine http://mit.garagegames.com/Torque3D-3-0.zip

    Torque 3d Rift Template http://mit.garagegames.com/Rift-Template-3-0.zip

    Oculus VR SDK https://developer.oculus.com/login (You will need to login to the Development Centre for the SDK)

    Now you have those three files it's time to extract them.

    I will be using my folder structure but you can do it anyway you like

    Extract Torque 3D to c:\Dev

    Once done you will have a folder called c:\Dev\Torque3D

    Now extract the Rift Template to c:\Dev\Torque3D\Templates

    You will now have c:\Dev\Torque3D\Templates\Rift

    Extract the Oculus SDK to c:\Dev

    You will now have c:\Dev\OculusSDK

    You have now setup the development environment :)


    ------Generating a Game------
    To use Torque3D for oculus you need to start building your game. to do this you need to use the Project Manager

    c:\Dev\Torque3D\Project Manager.exe

    You will now be see a screen that allows you to create projects http://i.imgur.com/lknNu9R.jpg

    Click the "New Project" button

    Type the name of your game and select the Rift template in the dropdown box

    Now before you click create you need to click "Choose Modules"

    http://i.imgur.com/3nzPKun.jpg

    The Move Class and Networking module must be changed to "ExtendedMove" to use the rift headtracking.

    You also need to Tick the Oculus VR Devices and put c:\Dev\OculusSDK as your path or whatever path you used.

    Click ok

    Now click Create

    It will now create the project and popup a window saying Project has been created and the location of it.

    Click Ok

    Click Finished

    Your game has now been created.



    ------Testing a Game------
    If you want to test the rift just highlight your game under myprojects and click the "Open Folder" button

    This is everything that was just created.

    Open the game folder

    Now open the exe file named the same as the game (E.g. Rift.exe etc)

    Once you run the window just hit play and select your room

    Either "Empty Room" or "Empty Terrain" (Choose Terrain to test the rift)

    Click Go

    It will now go Full screen and you can use the rift.

    If you want to start making the game you have to get out of Full screen mode.

    Press Alt + Enter to go to window mode.

    Then F11 will bring you to the world editor or F10 to the Menu Editor

    Please do note that water doesn't seem to be working correctly currently.

    I would like to thank the below people on the Torque3D forums helping me get the rift working for myself and special thanks to David for the Rift Template.

    David Wyand of Gnometech Inc.
    Michael Hall of Big Kid Games
    Scott Burns of GarageGames

    I hope everyone enjoys this and can make some fantastic demo's and games :)

    Regards VMU_Kiss
    Up and Coming
    May 31, 2013
    Torque 3d looks fantastic through the Rift (other than the water issue at the moment). Torque 3d also has the Hydra working in its engine. There is a great demo released with dual guns to try out.

    I am looking forward to using Torque 3d with a set of hands similar to the Tuscany demo. No clue how to do it - however I am looking forward to it lol!
    Up and Coming
    July 20, 2013
    Just thought it be nice for some to see a demo being made with torque 3D as i haven't seen any demo's besides the original ones David made.

    viewtopic.php?f=29&t=2853