First three t3d-bones tutorials online now
by Daniel Buckmaster · in Torque 3D Beginner · 05/12/2013 (4:06 am) · 7 replies
One of the big motivations for me to make t3d-bones was to provide an easier tutorial platform. I've started to make good on that ideal with three tutorials. The first two explain the layout of my default 'game' project, each focusing on one script file. The third extends that basic project so you can use the keyboard to move the camera (gasp!).
Let me know what you think! I hope the writing is adequate, and more importantly I hope that you gain a better understanding of how to script the engine.
The real test will be whether this knowledge transfers to working with the existing - more useful - templates.
Let me know what you think! I hope the writing is adequate, and more importantly I hope that you gain a better understanding of how to script the engine.
The real test will be whether this knowledge transfers to working with the existing - more useful - templates.
About the author
Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!
#3
It's also an opportunity to encounter code, like the example you linked, that seems a bit sus... tempted to research why ParticleEmitters being in a very specific SimGroup is a matter of life and death ;P.
05/12/2013 (2:54 pm)
That's a good point, but my policy has been not to do anything like that until I absolutely need to - for example, when I start to add particle effects to things. And that should be covered in a tutorial, so there's somewhere it's plainly explained and discussed.It's also an opportunity to encounter code, like the example you linked, that seems a bit sus... tempted to research why ParticleEmitters being in a very specific SimGroup is a matter of life and death ;P.
#4
The reason is, if somehow the ParticleEmitterNode or whatever is hosting the ParticleEmitter, fails to delete it properly then you have added an extra safety net for cleanups....
Tho it really should be the responsibility of the host IMO.
05/12/2013 (2:58 pm)
True, and it's the cause of many issues when the clientmissioncleanup is not getting instantiated or ParticleEmitters are created before it is. (Had to move the clientmissioncleanup in my games to an earlier point in the process)The reason is, if somehow the ParticleEmitterNode or whatever is hosting the ParticleEmitter, fails to delete it properly then you have added an extra safety net for cleanups....
Tho it really should be the responsibility of the host IMO.
#5
05/12/2013 (4:41 pm)
I feel a pull request coming on. Safety nets are good, but not if they're the straitjacket kind!
#6
Though it's probably inevitable I'll get there some day. I've started work on the fourth tutorial, which adds a controllable player. From there, I'll probably add some more GUI stuff - I had in mind to do something similar to your coin collecting tutorial, Lukas - which in turn reminds me of the first tutorial for TGE I ever did which was basically the same thing (you were picking up Torque logo symbols).
And if there's anything you notice could be improved, feel free to pull-request!
05/14/2013 (4:12 am)
Oh. For some reason I skipped right over all that praise for my first three. Thanks, I'm blushing over here ;). Multiplayer will actually be a long way in the future - it involves a lot more script complexity (or, at least, I don't understand the process as well). Seriously, there were entire pages of code in the templates dedicated to handling connection errors, the master server, etc., not to mention the GUIs and all. Keeping everything single-player allows me to focus on the game, rather than the technology.Though it's probably inevitable I'll get there some day. I've started work on the fourth tutorial, which adds a controllable player. From there, I'll probably add some more GUI stuff - I had in mind to do something similar to your coin collecting tutorial, Lukas - which in turn reminds me of the first tutorial for TGE I ever did which was basically the same thing (you were picking up Torque logo symbols).
And if there's anything you notice could be improved, feel free to pull-request!
#7
So it doesn't surprise me that it would remind you of it!
When I get hacked through my TO-DO list I'll at some point get to converting this to C# so it can be used with DNT at that point you'll prolly see a pull-request from me! A little out in the future tho..
I understand why you'd keep it single-player..
T3D haven't even had a single-player template yet, so a single-player template is definetly needed!
05/14/2013 (4:59 am)
@dB the coin-collection tutorial was based on that tutorial from TGE which was the first tutorial I encountered that really helped me, back when I bought TGE 1.5.2 ;)So it doesn't surprise me that it would remind you of it!
When I get hacked through my TO-DO list I'll at some point get to converting this to C# so it can be used with DNT at that point you'll prolly see a pull-request from me! A little out in the future tho..
I understand why you'd keep it single-player..
T3D haven't even had a single-player template yet, so a single-player template is definetly needed!
Torque Owner Lukas Joergensen
WinterLeaf Entertainment
Great work dB!
Edit:
Just looked through it, and it's awesome!
Just need one for basic multiplayer (seems like it's all based on single-player games) and it's damn near perfection.
Also, the quality of these tutorials are top-notch! Very alike the T2D tutorials!