Torque2D?
by jesusphreak · in Torque Game Engine · 03/13/2005 (12:26 am) · 14 replies
Does this cover anything related to Torque2D at all, or mainly TGE?
Is it still a good resource if I'm mainly interested in T2D?
Is it still a good resource if I'm mainly interested in T2D?
#2
03/13/2005 (1:26 am)
For a T2D user I think it could be a good resource for learning Tourquescript, GUI Editing, and Audio.
#3
03/13/2005 (2:27 am)
Joe is correct.
#4
I plan to purchase T2d, but my school isn't using it and we have a game project in process that is 2-d sprite based. Are we trying to jam a square peg into a round hole by using TGE for a 2d game?
03/18/2005 (8:48 pm)
Is it possible to use the regular Torque Engine and some C++ to make 2-d games without T2d?I plan to purchase T2d, but my school isn't using it and we have a game project in process that is 2-d sprite based. Are we trying to jam a square peg into a round hole by using TGE for a 2d game?
#5
I plan to purchase T2d, but my school isn't using it and we have a game project in process that is 2-d sprite based. Are we trying to jam a square peg into a round hole by using TGE for a 2d game?
03/18/2005 (8:50 pm)
Is it possible to use the regular Torque Engine and some C++ to make 2-d games without T2d?I plan to purchase T2d, but my school isn't using it and we have a game project in process that is 2-d sprite based. Are we trying to jam a square peg into a round hole by using TGE for a 2d game?
#6
03/19/2005 (11:07 am)
T2D was developed from TGE as a base so it's entirely possible. Of course, it took an amazing programmer and a team of testers over nine months to get T2D to its current state. So it might be more worth your time to look at T2D than your own implementation in TGE.
#7
:(
I might get it myself and just go from there
03/19/2005 (12:53 pm)
Yeah... I want to use it but we're po' students....:(
I might get it myself and just go from there
#8
http://blitzbasic.com/
Also, here is the command reference which is very easy reading if you have any programming experience.
http://blitzbasic.com/bpdocs/docs.php
The language reference is one of the links you see when you actually start up the Blitz Plus program. Read the whole thing; it's pretty short and covers the basics well.
03/19/2005 (1:09 pm)
If money is an issue you might want to give Blitz Plus a try. You should have no trouble finishing your project before the trial period runs out. The trial period is 30 runs, which means if you leave the program open and the computer on for a week at a time that's still just one run of the program. This is not a full game engine (expect to do any physics calculations on your own), but it's a very easy platform to get started on.http://blitzbasic.com/
Also, here is the command reference which is very easy reading if you have any programming experience.
http://blitzbasic.com/bpdocs/docs.php
The language reference is one of the links you see when you actually start up the Blitz Plus program. Read the whole thing; it's pretty short and covers the basics well.
#9
Thanks for the feedback... I will check out blitz...
We;re game programming, so we've done a lot of that stuff. Oddly this qtr we're focusing on making a game using Torque, period. So we don't have much choice in the matter. I imagine our idea (which is incredibly simple) can be fudged to work. We will see.
How is easy is the TGE in terms of integrating with other C++ code. Is Torque really best implemented through scripts, or can it be molded (sort of like some of the other engines out there that you can find in books)?
03/19/2005 (10:29 pm)
Eric,Thanks for the feedback... I will check out blitz...
We;re game programming, so we've done a lot of that stuff. Oddly this qtr we're focusing on making a game using Torque, period. So we don't have much choice in the matter. I imagine our idea (which is incredibly simple) can be fudged to work. We will see.
How is easy is the TGE in terms of integrating with other C++ code. Is Torque really best implemented through scripts, or can it be molded (sort of like some of the other engines out there that you can find in books)?
#10
03/20/2005 (4:41 am)
Changing the C++ code is extremely common and not too hard for small changes. The rule of thumb is do it in script if you can, but engine changes are always an option. Engine changes are the way to go for modifying physics, adding support for databases... There is a large set of "code snipits" which are changes to the engine that other people have made. You will need an SDK license before you can modify the engine or see the code snipits, though, and it looks like you don't have one.
#11
03/20/2005 (7:34 am)
Blitz is good
#12
03/20/2005 (7:24 pm)
Remember that with BlitzPlus/3D/Max you'll have to create your engine from scratch. They are wrapper languages for BASIC syntax that ease your development. But you'll still have to program the engine itself. BlitzMax is pretty cool if you're willing to do the work. Torque 2D includes a hell a lot of the work that you'd have to code from scratch, which is why it's an engine. They're both excellent products, but they do different things out of the box. Great things can be done with both.
#13
But I dunno. I'm just trolling here, trying to learn stuff and get a grip. I like what I've been seeing so far.
I plan on doing the whole double-package (TGE and 2d) myself anyway - I have some ideas and want to get into them with a headstart. I have one piece of software that I plan to build and market - and Torque seems to be a great starting point. I'm glad to hear there are DB helpers out there - my game idea has a ton of data (specifically statistical) manipulation, and that is NOT my forte.
03/20/2005 (7:43 pm)
I believe my school bought the Torque academic package, so i *think* we'll be using a full-access version.But I dunno. I'm just trolling here, trying to learn stuff and get a grip. I like what I've been seeing so far.
I plan on doing the whole double-package (TGE and 2d) myself anyway - I have some ideas and want to get into them with a headstart. I have one piece of software that I plan to build and market - and Torque seems to be a great starting point. I'm glad to hear there are DB helpers out there - my game idea has a ton of data (specifically statistical) manipulation, and that is NOT my forte.
#14
03/20/2005 (7:43 pm)
Thinking about it, I realize I don't really have a forte. :)
Torque Owner Matt Gallagher