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Starting from the bottom up.

by Nathanael Ng · in Torque Game Engine · 08/24/2005 (3:00 am) · 2 replies

Hi all,

I've just started working with the Torque engine and getting an understanding of how things work. This, in turn, has raised a couple of questions in my mind. Namely:

How would I go about building something that isn't an FPS?

To be more exact, suppose I wanted to build a clone of Tetris with 3D graphics. (I don't, but that's besides the point - it'll do as an example.) How would I go about getting to know the control "hooks" necessary to:

- map keyboard input to specific functions - e.g. moving the active piece rather than controlling the player,
- manipulate the camera via scripts or (in a pinch) C code,
- create/delete in-game objects on the fly,
- etc?

Or, is there a way to strip the engine down to the bare bones and just use it as a scenegraph/graphics engine? I've been following John Vanderbeck's MinApp tutorials, but he seems to have made a new set of stuff (which has in turn gone 404).

BTW, I've got some experience with the Unreal engine, although my C++ skills are kind of mediocre. (If that helps.)

Thanks in advance for any help.

- N.N.

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#1
08/24/2005 (3:35 am)
Took me a while to find this again, since I don't have any of my old bookmarks handy. This won't cover the nitty gritty of stripping the engine down, but it's a good read nonetheless.

www.garagegames.com/mg/forums/result.thread.php?qt=16420

Check out posts 4 and 5 from that thread (Ben Garney).
#2
08/24/2005 (5:25 am)
Start by locking the camera to a location - that then everything else becomes 2d (or at least 3d but not moving :P )