Game Development Community

EGTGE - Seeking Requests/Contributions

by Edward F. Maurina III · in Torque Game Engine · 06/08/2004 (7:46 pm) · 13 replies

Hello all. Work is continuing on Essential Guide Torque Game Engine.

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To date, it has been downloaded about (edit) ~1500 times ... and rising daily

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I've already made the 'work continues' announcement at my site:
www.hallofworlds.com/images/LogoSmall.bmp,
but I wanted to be sure that folks were aware of this.

Also, as stated on my site, I am looking for requests and contributions.

1. Requests - I there is something you'd like to see discussed in the guide, let me know.

(edit) - No longer seeking contributions. If you're interested in contriubing, your mails will be welcome, but mostly I'm looking for REQUESTS. Please send them in.
Finally, if you have not downloaded the current version of the guide, please do. Furthermore, check it out and let me know what is wrong with it. I'm sure there are a few things here and there...


[HOW]EdM

#1
06/09/2004 (6:42 am)
Hi Edward,

I've already downloaded your tutorial and I'll print it today and give it a very deep look.

There will be a game symposium here in Brazil in October and I'm thinking about sending a Torque Tutorial, white paper or something. So I wonder if I could use parts of your tutorial in it.
#2
06/09/2004 (6:50 am)
I would definately be interested in more information on the multiplayer/network aspects. Also finishing the missing stuff in the gui reference would be great. All in All I thought your guide was very good. It had alot of useful information in it.

Only problem I had, is that alot of the tables don't show up will when copying the pdf to a pocketpc:) But I'll blaim that on adobe. Keep up the good work.
#3
06/09/2004 (9:00 am)
@Bruno - Please contact at the e-mail in the readme.txt with specific requests and we can discuss it.

@Eustacia - I'll put that on the list of possibilities. Re: PocketPC...well that may be the PDF converter I used. It was rather aged. What brand pocket PC is it. I can probably take time at the end to have some folks I know w/ pocketPCs try to look at the final PDFs....
#4
07/12/2004 (8:00 pm)
Folks,

Just a quick wake-up and update on this thread. I've modified my original request, but just to be extra clear.


I'm only looking for requests. So, if there is something (anything) you would like to see covered in a Guide specifically targeted at the Torque Engine, please send your idea(s) my way or post them here.

Many thanks to all the folks who have downloaded the guide to date, and to those who have sent me e-mails.

...now back to writing.

Cheers,

Ed
#5
07/13/2004 (8:11 am)
More documentation on the stock GUI components would be killer. I find that to be one of the most lacking pieces of documentation.
#6
07/13/2004 (9:49 am)
Ed, your explanation on creating the bitmap arrays from this thread:
www.garagegames.com/mg/forums/result.thread.php?qt=13808 would be an excellent addition also.

And it's an Ipaq 3955.
#7
07/13/2004 (6:23 pm)
I have downloaded your guide, but haven't had time to look through it yet, so I apologise if these areas are already covered.

I would like to see a more detailed explanation of terrains and maps than I have found so far. I have the 3D Game Programming All In One book, and have checked the terrain forums, but I'm still a little confused as to what the size limits are and how multiple map areas would be implemented in a single game.
#8
07/14/2004 (8:52 pm)
@Cameron: I agree. This is on the list.

@Eustacia: Thanks and I'll be sure it get's covered with an example and step-by-step (I think I goofed a bit in the original thread).

@Wysardry: I talk about it a bit in Tech School Mission Objects, but I'll try to give it a little bit more coverage later in the guide (or perhaps make the coverage I do have more robust).

Thanks to all of you for your replies!

@All you other readers. More wants and needs please! :)

[HOW]EdM|EGTGE
#9
07/15/2004 (4:32 pm)
Ed,
Just wanted to say thanks for this project. I have "required" the rest of my team (the artists, musicians, and writers) to read it ;)

Also, about the GUI, your documentation is the first I have read that provided any significant information. Thanks!
#10
07/19/2004 (5:11 am)
Ed,

A section on how to debug your code would be a good addition also. Covering things like how to debug the c++ code in both client and server mode. How to echo data to the log. How to use the torque debugger etc. Also sections covering debugging use Tribal IDE, Jedit/Tide, Brain Editor etc.
#11
07/19/2004 (6:11 am)
I agree with Eustacia. Profiling and journaling would be good things to cover as well.
#12
07/19/2004 (10:51 am)
@Cameron - Thanks to you and your team for using it. I'm sorry that the alpha version is somewhat lacking. This will of course be corrected in the final version.

@Eustacia/Josh - Yah. I have a debugging section in the guide covering various methods of debugging your own code and diving in to figure out why/how something works the way it does.

Keep the ideas coming!

[HOW]EdM|EGTGE
#13
07/19/2004 (12:06 pm)
Woot, you rock Ed. :)