Game Development Community

Documentation

by Gonzalo Girault · in Torque 3D Professional · 08/26/2009 (1:33 pm) · 18 replies


Is there a way to get more documentation on T3D?, specially on the programing part, a tutorial or something, We are making a game and it would be great if we could have access to tutorials foucused on programing

Thanks a lot

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#1
08/26/2009 (1:38 pm)
I was under the impression C++ was C++ ...

If you know C++ you can program, and if like me you don't, then you can't.
#2
08/26/2009 (1:50 pm)
I think he is looking for class explanations and thing of that nature. there are things in T3D that are scattered all over the place. As one of our programmers said. "The tech is brilliant but the organization is nothing short of pitiful." I really the componentization had been done before T3D. But if it had it would prolly have been another year before they were able to start the beta.
#3
08/26/2009 (1:52 pm)
yes C++ IS C++ and we are into C++, however is not that simple, and we would like, if possible, some more documentation and tutorials on programing a game on t3D, such as the ones that exist for the world editor and stuff, we understnd that is a beta and the documantation isnt complete, like most betas, but if there is a way to get this documantation today it would be great!
#4
08/26/2009 (2:03 pm)
exactlly James, have you found anythig that can be usefull?

Thanks
#5
08/26/2009 (3:47 pm)
@Gonzalo

I was/am sort of in the same boat. This is the first version of Torque I have used. I have a lot of experience with C++ (especially other people's C++) but in my opinion stay out of the C++ until you understand what you can do in script.

To that end like everyone is saying, it's a bit scattered at the moment. The best thing to do is ask specific questions to the community. Start looking at the .cs files (I'd recommend Torsion heavily) and follow the inclusion hierarchy.

I mostly stick to the graphics stuff at the moment so if you have a question about PostEffects or Materials I might be a help. Beyond that not so much.
#6
08/26/2009 (4:03 pm)
@Gonzalo:
no not really
#7
08/26/2009 (4:44 pm)
The latest doc has dummy entries for documenting T3D's systems and classes, so it's just a matter of time.
#8
08/26/2009 (5:16 pm)
So ... it looks like C++ isn't C++ after all ... learn something new everyday! :)
#9
08/26/2009 (5:33 pm)
Well Steve it's like the English language: A common language that separates two peoples.
#10
10/02/2009 (6:49 am)
C++ is C++ as English is English, but this is a different comparation..
As for example you know wich are your shoes but if someone put those in aplace where you don't know, you'll need to search.

This happend to me (and as i saw not only) with torque, great engine but had problem to find where put my hands!

Hope the new docs will help me to work with this "tool"

JoJo
#11
10/02/2009 (10:08 pm)
Typically you don't start by writing any C code. From my experience you start by working with the scripts. You start by reading the TDN primer on Torque script and getting familiar with that.

Creating some basic Art assets and dropping them in, and start working on prototyping some simple game concepts purely in Torque script.

Understanding the basic structure of how the torque script is behaving in regards to the torque classes and datablocks, is really a core piece of the engines technology.

Unless you plan on rewriting everything that is currently in script in C++, starting in C++ is not where you want to be.

Once you reach the limitations of what you can do within the script and start actually building out the elements to your specific game, is when you will begin writing C++ and extending those objects and functions to the script interface for further use.

I don't feel it is in anyones best interest to start with C++, and once you understand the scripting, what you need to create in C++ makes more sense.

Just my personal opinion. They do need a new Torque script primer though, than the one on TDN. Haven't looked for that in the new torque docs.
#12
10/03/2009 (5:02 am)
If you are writing a FPS then yes, current torque script is good enough. But if you are into rts/rpg/platformer then imo you better get yourself dirty with source.

Can you bend/hack current torque script to implement a rts? Maybe but it would be awkward.

I highly recommend Multiple Gaming and Gaming Coding It target TGE however most of the info still apply to T3D. It is not cheap but it get you start with c++ in Torque quickly.



#13
10/03/2009 (7:29 pm)
The T3D code is setup with doxygen style comments that should be able to generate a chm or html help file, I would assume this is on the way, but you could probably run it on your own.

Also as far as making new SceneObject(s) that can render in the 3d scene there are a few nice example classes in T3D/examples
#14
10/04/2009 (6:38 am)
I would also recommend giving the TGEA engine docs a pass through. While it won't line up in some areas (like lighting and shadows) there is enough common ground to give you very good information.
#15
10/04/2009 (6:46 am)
In the past we have focused a lot on the C++ programmers experience with Torque (you can see this in the TGE and TGEA docs and their respective parts of TDN).

With Torque 3D we will cover these areas as well and do so in an even more thorough fashion than ever before but we made the decision to focus on the new user, artists, and game designers experience initially since those are areas we had under served in the past.

We also had to be cautious about putting too much resources into trying to document a rapidly moving target...especially on the C++ side of things. Now that we have an official 1.0 release, our docs team will be able to work against a fixed target and be able to generate content far more rapidly.
#16
10/04/2009 (11:41 am)
One additional remark regarding documentation, it will be good to keep an updated 'doxygen' like documentation of the source code and to link to it... At the moment, I'm still using the old doxygen documentation.
#17
10/04/2009 (6:15 pm)
umm matt, wouldnt it be better to document the 1.1 target, rather then the 1.0 target? since we know whats technically going to be in it. Or do you guys not know whats going to be in 1.1 yet?
#18
10/04/2009 (7:49 pm)
Quote:With Torque 3D we will cover these areas as well and do so in an even more thorough fashion than ever before but we made the decision to focus on the new user, artists, and game designers experience initially since those are areas we had under served in the past.

Does that mean that the scripting end of the various aspects (editor, ui, ...) for T3D will get a similar complete documentation as TGB has had for a long time?
That actually would be a great thing :)