As a beginner, what is your biggest hurdle so far?
by Mark Barner · in Torque Game Engine · 07/04/2005 (11:16 am) · 109 replies
As a beginner to TGE, what is your biggest hurdle so far? Is it lack of documentation, never made a game before, artist that knows nothing about programming or whatever it may be.
#102
In reference to the narrowing down hurdle, TGE is definitely a very large engine, hundreds of files dealing with script and engine code. I didn't take the time to fully research the camera system since we only had 3 months to make a demo, so I had to go into the forums and ask a lot of questions to save myself time.
Now, since I have no shame, here's a shameless plug:
Blog talking about new documentation and tutorials
Blog talking about new documentation and tutorials 2
04/14/2007 (7:30 am)
When I first started using Torque, it was for the final project game course at Full Sail, during the Assoc. Degree. My biggest hurdles were narrowing down my coding assignments and multi-tasking. I was Project Lead, Asset Lead, developing the front end, and helping with whatever was left over. In reference to the narrowing down hurdle, TGE is definitely a very large engine, hundreds of files dealing with script and engine code. I didn't take the time to fully research the camera system since we only had 3 months to make a demo, so I had to go into the forums and ask a lot of questions to save myself time.
Now, since I have no shame, here's a shameless plug:
Blog talking about new documentation and tutorials
Blog talking about new documentation and tutorials 2
#103
PS.: This is my opnion and the problems what make I change my projects to the others game engines!!!
04/16/2007 (10:56 am)
The Collisions method, I don't understand why the GG not change this thing, many engines work with the polysoup collisions and they don't have problems to manage the collisions. This, is a really problem to me, I tried to do my game called "Transportando o Brasil" (you can see some pictures in this website: www.dynamicgames.com.br/tob ), but, to make roads with the Torque is very, very hard, we lost a lot of a time trying to make good roads, but, the results are always poor. So, the collisions of the torque game engine isn't user friendly. Other thing (what make I buy this engine), the performance and the Car Physics, I can say to you, Not of these I found in Torque, the car physics is too bad, is fake, the collisions of the car are ridiculous, and, I can't make joints to attach my trailers... the performance isn't good too, lose for the Blitz3D engine (this is a DirectX 7 engine, but, with this engine, we can make any game of any genre without problems with the collisions and physics easily applied with the wrappers of Tokamak and ODE), the Blitz3D have a very good performance, two times better than Torque. Do you know the "Beyond Virtual game core"? This is a very new game engine (have many bugs for now, but, are fixing by the creators), This engine produce nice visuals, effects and more, the collisions are good and the physics are integrated, and, have more performance than torque. So, to finish, GG, change the collisions method of this engine, please!!! PS.: This is my opnion and the problems what make I change my projects to the others game engines!!!
#104
04/17/2007 (5:36 pm)
I'm not reflecting on my past I am a beginner right now. I am an artist. I know some scripting not much. Maxscript and DOS. I think some training DVDs would be sweet. DVDs for Script, Engine specific C++, Particles, Various Game Types, etc. Also even if you sold them here at GG, some scripts. Make the store part of the site more like TurboSquid.com and offer scripts, more assets, anything you could possibly need that would lend itself to mere cutting and pasting to prototype advanced game concepts. You have a good start but you need tons more. People will buy it, trust me. The more people who can readily pick this engine up and use the sh$*@ out of it the more copies you are going to sell. And after all you are a business. So, make more money, get bigger, and give me more pre-made assets so I can copy and paste my gaming dreams together.
#105
...yeah.
04/17/2007 (5:56 pm)
I'm an experienced artist that can program about as well as a poorly-trained monkey....yeah.
#107
I love making things in blender (and now that constucter is out I like messing with that too) and I don't mind scripting (I kinda suck at scripting, but there is plenty of resources).
But so far, I have nothing other than random models and interiors. I can't seem to think of any ideas that haven't already been done.
Hopefully when I'm good enough to join a team as an artist I won't have to worry about design anymore.
04/18/2007 (8:49 am)
My biggest hurdle so far is design.I love making things in blender (and now that constucter is out I like messing with that too) and I don't mind scripting (I kinda suck at scripting, but there is plenty of resources).
But so far, I have nothing other than random models and interiors. I can't seem to think of any ideas that haven't already been done.
Hopefully when I'm good enough to join a team as an artist I won't have to worry about design anymore.
#108
04/18/2007 (9:38 am)
So far, it's learning Torquescript. The Wiki helps, and there are a number of tutorials, but it's still slow and painful going as I'm learning the way the engine works at the same time! Second worst, getting a content pipeline set up (although now that I can use Constructor instead of other not-to-be-named tools, it's easier).
#109
04/18/2007 (4:10 pm)
Well, my biggest hurdles have been shuffling though ALL the documentation (mostly the old, outdated one). Then the step from the tutorial on 1.5 to actually making other things. Its a little daunting.
Torque Owner Stefan Lundmark
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