There is a great wealth of tutorials and documentation available for TGEA online.
The main sources of documentation *online are the Torque Developer Network and the OFFICIAL DOCUMENTATION.
The documentation available on these sites can be categorized as below.
*It should be noted that many doc pages still refer to TGEA by its old name, Torque Shader Engine (TSE).
- Setup and Troubleshooting:
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- Torque Scripting Language Documentation:
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- GUI Editor Documentation:
- Mission Editor Documentation:
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- Shaders, Materials, and GFX:
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- GarageGames Website:
- GarageGames Community Page
- TGEA Private Forums
- Your GarageGames Account Page
(download TGEA updates here)
Below you will find several great tutorials shipped with TGEA, or submitted online. These will help you learn how to use the powerful toolset included with TGEA. Some tutorials were written before newer features were added to TGEA, but still contain great instructions on using the editors and TorqueScript.
Tutorials are listed in order of complexity and should be completed in this order.
- How to Make A Scriptable Object (TDN Article)
- - Script objects are dynamic and do not require the engine to be recompiled each time you create one. This tutorial will walk you through the steps required to expose a C++ class to TorqueScript.
- How to Make An Object With A Datablock (TDN Article)
- - This article is completely comprised of a skeleton C++ class you can use as a template for creating your own custom objects that use a datablock.
- How To Use The Profiler (TDN Article)
- - The built-in Torque profiler can be used to analyze the performance of your game and the engine driving it. Learning how to use the profiler early in your development will help optimize the code you write as you progress.
- How To Add An Existing Player Object (by Austin Reynolds)
- - This community member resource is a simple example on how to move a player model and script from one project to another.
- Making Unique Atlas Terrain with L3DT (by Aaron Torpy)
- - Not all tutorials and tools are located on GarageGames.com. L3DT is a Windows application which generates large terrain maps and textures created by Bundysoft. This recent tutorial, released May 2008, is an express guide to creating Atlas terrain for TGEA.
- Simple Shader Tutorial (TDN Article)
- - This is an extremely simple shader tutorial which shows you how to apply a pixel shader to an object to change its hue to pure blue.
The community of developers using Torque Game Engine Advanced is vibrant and active. Get involved in the community by joining the ongoing discussions in both the public and the private TGEA forums.
You can find more tutorials and add-on modules in the Resources section of the GarageGames site. Before TDN, this was the primary method of community contribution. You can simply browse through all of the Torque resources, or you can use the advanced search feature and query for specific TGEA terms. Click the image to the left to see one example search for "TGEA" in the articles, code, and "how-to" resource areas.
Forum DiscussionsMost discussion of TGEA and related projects occurs in the forums. In the Public Forums you will find general discussion and a lot of great "Getting Started" threads. If you are having problems in your very first run of TGEA, this would be a good area to post your questions as a beginner.
The Private Forums are much more extensive in terms of topics, engine discussion, bug fixes, and general TGEA development. You must have a license to view and post in the Private area.
In the forums, can post your own questions, answer queries posted by other TGEA users, show off your work, or simply join in general discussion about the engine and its features.
Submitting Your Own ResourcesIf you are the generous type, and have something cool to share with the rest of the TGEA community, log in to the GarageGames site and navigate to the "Submit A Resource..." page. There is a section for every type of contribution. If you have written a new function that others will find useful, you can post it as a Code Resource. If you have a mini-tutorial, you can put a write-up in the How-To section. This is also the page where you can post blogs about your TGEA projects and progress.
The Torque Developer Network is mentioned constantly throughout this documentation. This site is nearly 100% community driven, meaning your TGEA peers are doing what they can to help you. The TGEA section is particularly well taken care of and updated frequently. On any given page or tutorial, you can click on the history button in the top right to see which community members are working on the site.
Writing TDN ArticlesMuch like the GarageGames resources, several user maintained tutorials and articles can be found on TDN. As mentioned before, TGEA has its own section on the site. If you want your tutorial, article, or code hosted in an organized location, you are encouraged to Submit Your Own Article. Once your article is posted, you can re-visit the page and make modifications or see how other users have contributed to your resource.


