Game Development Community

Finaly!!!!!

by Gonzalo Girault · in Torque 3D Professional · 09/29/2009 (10:34 am) · 9 replies

Finaly the realease version of Torque 3D is ut, YHEA!!!!! we are excited!!! we were starting to get
inpatient with the lak of documantation, now we are ready to start making games!!!

has any one tried it yet??

About the author

Founder of one of the first mexican videogame companies. follow us on twitter: www.twitter.com/arcadiamx


#1
09/29/2009 (10:49 am)
Granted I never checked it out, but isn't there documentation -- and has been for a while?

But yeah Torque 3D is great!
#2
09/29/2009 (11:03 am)
i checked last night, for engine documentation last night there was only SFX, a bunch of general script and editor items, but still missing a lot of items. Havent checked this morning, my 56k modem only loads so fast.
#3
09/29/2009 (11:09 am)
I never really felt the need for docs myself, but considering the amount of feedback that M Perry had received over the past several months I had assumed that the doc consisted of more than just that -- shows what I know ;)
#4
09/29/2009 (11:19 am)
there was some doc on the beta versions, but a lot of scripting stuff was missing, lets hope that with the V1.0 we can have that documentation
#5
09/29/2009 (11:37 am)
docs.garagegames.com/torque-3d/official/

Here is the link to the only docs that i know of...

now im wondering, i know M. Perry is working hard on this. But dont you think that before pushing 1.0? someone might have wanted the docs finished? just as a nice surprise to show us the customer that hey, GG and its employees are on the Ball. and consider we have literally had months to document these items, and the amount of work that Perry has shifted to other folks (there are several posts where he is waiting on other folks to get back documentation for final polish..) I know this is a source of pride for Mr. Perry, lets not be let down please.
#6
09/29/2009 (1:39 pm)
well, this is new...thanks for the link, have you been able to use T3D V1.0 yet?
#7
09/29/2009 (2:05 pm)
Docs are something that everyone always underestimates the amount of work it takes to complete... I can definitely relate since I was responsible for TGB docs for a good year+ (Despite the valid criticisms of it TGB has 15+ feature tutorials, 4-5 mini-gameplay tutorials, 4-6 references, and a script reference). Docs take an incredible amount of time to develop and Mich has had the joy of developing them for a fast moving target. The most important thing to remember is docs are a constant development and Mich is still working updating a lot of docs that got out of date during development (again the joys of a moving target) and for new docs to be released as time progresses.

Keep giving feedback on the docs you need the most, Mich always is listening in on that and just know that launch docs are never the final docs, just the starting point (finally things are at a resting point that he can go full speed, it's a tough choice for us to choose whether to sit on completed tech for weeks or months to get fully doc'd, or to get it in your hands and doc as we go, I personally think the later is the best for you).

A feature I had hoped to get in 1.0 but didn't quite make it, so should make it in 1.1, is the ability for the Toolbox to get the latest version number of docs when you launch it and let you know when there's a new version and download and replace the docs with the latest version. This will help Mich deliver docs directly to you all whenever he has a new version.
#8
09/30/2009 (12:46 pm)
Quote:
A feature I had hoped to get in 1.0 but didn't quite make it, so should make it in 1.1, is the ability for the Toolbox to get the latest version number of docs when you launch it and let you know when there's a new version and download and replace the docs with the latest version. This will help Mich deliver docs directly to you all whenever he has a new version

That would be AWESOME!
#9
09/30/2009 (6:39 pm)
It was fun developing Verve against T3D. Every other day I was porting code because the engine was evolving so quickly - not just 1-2 elements, big big sections. Now that Mitch has a stationary target to work from, I'm sure we'll see some pretty cool stuff coming out of his corner.

Though, as Matt said, keep talking about the docs and keep asking questions. I'm sure it will make Mitch's job a whole lot easier.