Game Development Community

Trouble getting started..Need some help for an absolute beginner

by Joe Martin · in Torque Game Engine · 04/17/2005 (4:40 pm) · 26 replies

I bought TGE about a week ago, and it wasn't what I thought it was, but that's no problem. I thought I was buying a library for C, my mistake, it does state this after closely looking. Anyway, the problem I have is where do I start. All I've been doing for a week is modding the FPS starter. I am very impressed with the on-the-fly ease of use in TGE, so I'm disappointed in purchasing TGE, it's well worth $100.

First: I would like to start with the Tutorial base, and start scripting, as well as calling C++ functions. Can someone point to which file to start with if I run the tutorial base. Maybe from there I can start following a little of the process, until I get "3D Game Programming All-In-One", should be here this week.

Second thing: I went through the tutorial directories and it might help if I new what these files are for:

.cs
.cs.dso
.gui
.gui.dso
.ter
.mis
.dif
.map
.dts
.dsq
.ml
.dml

Any help to get a more descriptive understanding of those file extensions would help too ( And not just telling me that .ter is for terrain and .mis for mission)

Thanks, from a struggling newbie scripter.
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#1
04/17/2005 (4:49 pm)
(Editable)
.cs is a script file
.gui is a script file used for defining GUI's
.dml are scripts used for skyboxes
.mis is a mission file (also a script)

(Should Delete)
*.dso is any file that has already been compiled into PCode delete these after every run while developin the game.
*.ml is a mission lighting file, delete this to get the mission to relight next time you run it.

(Non Editable)
.ter is a terrain file (Actually this can be edited via the Terrain editor, but it can't be edited by hand)
.dif (Dynamix Interior Format) used for static interior shapes (buildings etc)
.dts (Dynamix Three Space) used for all objects which are not interiors.
.dsq (Dynamix Sequence?) are animation sequences applied to .dts objects to make them move.

.dsq's are a little quirky in that they define movement across vertex groups, so if I have 2 different models that are based on same skeleton then the animation sequence will behave exactly the same for both. However if my skeletons are slightly different, the animations will either not run, or look REALLY strange.
#2
04/17/2005 (4:54 pm)
So, the .dso files are to be used if you were able to make a game and release it. I now opened the .cs files, looks like I need to learn some Torque syntax, by the way I used notepad, there wouldn't happen to be a a Torque IDE to view them, would there?
#3
04/17/2005 (4:56 pm)
I HIGHLY recommend you get the TBE (Torque Build Environment) for windows, it includes an integrate development environment, and there is a plugin that allows for full syntax highlight capabilities within script files, as well as C++.

If you were running Linux I would recommend KDevelop, IMHO it's far better even than using TBE, but then again that's probably just my opinion.

And yes, the .dso files are what you distrbute when you are finished, however in the meantime, they tend to cause more headaches then they are worth, especially when working in 5-10 scripts, and the engine doesn't catch the change and runs the older pre-compiled .dso rather than the nice new .cs you have just provided for it.
#4
04/17/2005 (4:59 pm)
Am I right in thinking that with scripting I won't have to recompile everytime I change something in the .cs files, just start the torquedemo again.
#5
04/17/2005 (5:01 pm)
You are sorta correct.
You only need to compile the engine when you make changes to the C++ code, however the engine recompiles the scripts everytime there has been a detectable change between this run and the last, (not 100% reliable so thats why I say to delete all of your .dso files)
#6
04/17/2005 (5:03 pm)
Okay, i guess my next question would be. What C++ code? All I see is .cs all through the folders along with those other files I mentioned earlier and some picture files. Would I have to create my own C++ files and then call them or is there something I'm not seeing here?
#7
04/17/2005 (5:17 pm)
Yeah you're missing something here.
Let me try to explain this thing.
When you bought the SDK it came with 3 different ways to develop a new game.

#1 Edit the C++ source in the Engine directory, recompile, bam! new game.
#2 Mod the current engine, by looking at the scripting language which is all contained under examples, tinker around, bam! new game.
#3 Mix both methods, if something is not present in the scripting language, then tinker around in the C++, otherwise stick to the script.

I just naturally assume everyone is doing #3, which it sounds to me like you are really just doing #2.

Hope that helps!
#8
04/17/2005 (5:28 pm)
In your SDK folder there should be: engine, example, libs... and some other folders

/engine/ has your source code
/example/ is where the executable and all your scripts go
#9
04/17/2005 (5:28 pm)
Search for EGTGE. It'll get you going.
#10
04/17/2005 (5:31 pm)
Yes, you are clearing some of the basic things up. So, if I wanted to mix C++, I should start a whole new folder of the entire engine where I can then make changes to it. And I guess as it stands now, considering i'm only modding the torque base, I have no way of adding C++ to it, unless I recompiled the entire engine. However, I should be able to script some AI in the tutorial base for now, is this correct?
#11
04/17/2005 (5:37 pm)
That EGTGE guide looks like it will get me going, I'm going to start going through it, tonight. Thanks, for pointing that out.
#12
04/17/2005 (6:48 pm)
Oh and Read the Manual!!!
Getting Started

I'd suggest buying that book "3D Game Programming All in One" by Kenneth C. Finney.
#13
04/17/2005 (7:13 pm)
There are some very good tutorials here, also. http://holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/
#14
04/20/2005 (5:11 pm)
I was just wondering if that book comes with the actual engine, because if it does than that would've been a far cheaper way than actually buying the Torque engine seperately. I amslo a complete beginner and this topic has helpe me alot.

Thanks
#15
04/20/2005 (5:16 pm)
@Tim I think it comes with a really old version of Torque, I'm pretty sure it doesn't include the TGE source code, and I also don't think you are allowed to distribute what you make with the engine in the book.

Anyone please feel free to step in and correct me if I'm wrong here.
#16
04/20/2005 (5:57 pm)
@Tim- the book does not come with the TGE source. A good book to learn overall game creation with TGE. Lots of scripting in the book.

Here are some links to try out as a beginner:

Codesampler tutorials

Virtual Reality Computing

The Torque SDK home page. This page here will guide you to several things. Read through it. It also has the download to EGTGE guide on this page.


edit: fixed links to work properly.
#17
04/20/2005 (8:50 pm)
Thanks very much Mark. It is really nice to enter such a nice and helpful community. This truly is a rare find. Thanks for all your help.

Tim
#18
04/20/2005 (9:29 pm)
I just got the 3d Game Programming All in One yesterday. It does include an older version of Torque, plus image and audio libraries to work with for now, some editing tools like milkshape, quark, PSP, UVMapper, Ultraedit, and Audacity. And this book was definately written with the beginner in mind, but cause i'm having an easy time following it, and I was completely lost when I purchased Torque. If you're advanced i'm not too sure this book could help you, I could be wrong though.
#19
04/20/2005 (10:03 pm)
@Joe:
About the IDE, if you want something for scripts, which I am assuming you do, you can use jEdit plus TIDE or you can use the TorqueSCRIPT editor I am working on (Windows only at the moment) which is at torque-ide.sourceforge.net (torque-ide). (I know the torque-ide site was based on the TIDE site, I have been waiting about a month for an update from a person who was working on the torque-ide site, but I have heard nothing from them thus far)

EDIT: Well, you can use any text editor, but those two are preffered (I like jEdit and the TIDE but I also have to advertise my project, ;) ).

Robert
#20
04/20/2005 (10:10 pm)
I am using jEdit for now, haven't heard of TIDE. I'll look at both TIDE and TorqueSCRIPT editor, so I can decide what I'm going to stick with.
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