Quick Question: Starter Kit!
by Toby W. Allen · in Torque Game Engine · 01/02/2005 (12:02 pm) · 4 replies
I know this subject has been approached many times, but I was curious if someone could point me to the right direction.
I want to find a 'blank' starting point for our game. This means that we have basic functionalities of the menu and it loads a map. Nothing more nothing less. The Tutorial demo does this nicely, however, I don't know what components are linked to what bit in the example folder.
SO - Is there a gamewizard installer that allows you to choose the 'base' of your game (FPS, Racer or Tutorial) and install that in a separate folder?
If not - Then I shall create one and release it if someone can help me separate out the files in terms of what is linked to what.
Essentially a gamewizard that allows me to install a 'pre-set' game folder where once installed I can plug in models and textures directly and get cracking. None of this coping fps demo folder business.
Many thanks,
Toby.
I want to find a 'blank' starting point for our game. This means that we have basic functionalities of the menu and it loads a map. Nothing more nothing less. The Tutorial demo does this nicely, however, I don't know what components are linked to what bit in the example folder.
SO - Is there a gamewizard installer that allows you to choose the 'base' of your game (FPS, Racer or Tutorial) and install that in a separate folder?
If not - Then I shall create one and release it if someone can help me separate out the files in terms of what is linked to what.
Essentially a gamewizard that allows me to install a 'pre-set' game folder where once installed I can plug in models and textures directly and get cracking. None of this coping fps demo folder business.
Many thanks,
Toby.
#2
Thanks for your reply - I might not have been totally clear about what I wanted. I essentially wanted/looking into two things:
1. A layout of the necessary files, with one line description of their purpose for a 'base fps' game. Such as this:
(Taken from the example folder for the SDK)
C:\yourgame\
torquedemo.exe - main game executable
main.cs - What the main exe loads and configs.
glu2d3d.dll - XX Dll file
openAL32.dll - OpenAl Sound Lib DLL file
opengel2d3d.dll - OpenGL Lib DLL file
console.txt - Console output
runtorque.sh - Linux Torque Game launch script
folder: show - ??
-------- defaults.cs - Default settings: Game specific?
-------- main.cs - main config:
-------- folder: scripts - main scritpts?
---------------- show.bind.cs - script binds to what?
-------- folder: ui - What does this relate to ??
folder: common - Common Torque files: For which game? FPS, Racer, Tutorial, all?
folder: demo - more similar files??
With this in mind, then you can take all the normal files the example games and use the installer to install thoses files in three entirely sepereate folder to keep them clean and tidy, resulting in this:
c:\TorqueFPSSDK
c:\TorqueRacingSDK
c:\TorqueTutorialSDK
That is what I had in mind - There is no basic explanation for the content and overall structure of the file system for the engine. Or certainly none that is directly exposed.
Toby.
01/02/2005 (1:20 pm)
Stephen,Thanks for your reply - I might not have been totally clear about what I wanted. I essentially wanted/looking into two things:
1. A layout of the necessary files, with one line description of their purpose for a 'base fps' game. Such as this:
(Taken from the example folder for the SDK)
C:\yourgame\
torquedemo.exe - main game executable
main.cs - What the main exe loads and configs.
glu2d3d.dll - XX Dll file
openAL32.dll - OpenAl Sound Lib DLL file
opengel2d3d.dll - OpenGL Lib DLL file
console.txt - Console output
runtorque.sh - Linux Torque Game launch script
folder: show - ??
-------- defaults.cs - Default settings: Game specific?
-------- main.cs - main config:
-------- folder: scripts - main scritpts?
---------------- show.bind.cs - script binds to what?
-------- folder: ui - What does this relate to ??
folder: common - Common Torque files: For which game? FPS, Racer, Tutorial, all?
folder: demo - more similar files??
With this in mind, then you can take all the normal files the example games and use the installer to install thoses files in three entirely sepereate folder to keep them clean and tidy, resulting in this:
c:\TorqueFPSSDK
c:\TorqueRacingSDK
c:\TorqueTutorialSDK
That is what I had in mind - There is no basic explanation for the content and overall structure of the file system for the engine. Or certainly none that is directly exposed.
Toby.
#3
01/02/2005 (1:29 pm)
David Michaels plan might be helpful. Unless you want to rewrite all scripts, the current structure seems to be consistent as it is.
#4
I don't want to rewrite anything, nor change anything - I simply want to get a clear view of the use of each folder and file/filetype so that I can build a game using a clear base - FPS, Racing, Tutorial.
Toby.
01/02/2005 (1:32 pm)
Ah well I finally found something that brings a little more light on the folder structure and use - http://www.garagegames.com/docs/torque/general/apbs05.phpI don't want to rewrite anything, nor change anything - I simply want to get a clear view of the use of each folder and file/filetype so that I can build a game using a clear base - FPS, Racing, Tutorial.
Toby.
Torque 3D Owner Stephen Zepp
That's what the stock installer does...I guess if your definition of "base" is more limited than what the fps or racing folders provide, then that's your choice, but they are pretty stripped out already.
It might make better sense in the long run for you to identify what is in each of those folders, what applies to your project, and then take out what doesn't meet your needs than to write an app that does the same exact thing and requires the exact same knowledge.