What skills should I acquire to make a good game with TGE
by iTunes · in Torque Game Engine · 12/04/2005 (9:26 am) · 5 replies
A BIG hello to every one!!
This is my first post, not sure whether this is correct forum.
OK so apart from C++, if I want to tweak TGE code, what skills should I have? Is it OpenGL or DirectX ? I mean if I have to tweak Physics do I need to know OpenGL stuff?
One more question, *generally* when making game with TGE what thing(s) do you tweak. Is it graphics or physics/collision detection/AI.
Actually I am just starting out and wanted to know in which area should I focus more, to make a good game with TGE. I am good at 'C' and 'Java' programming, Physics, ...and can play guitar ;-).
I am thinking to learn C++ and 3D modeling.
What new skills should I acquire?
Kindly guide me.
Regards
This is my first post, not sure whether this is correct forum.
OK so apart from C++, if I want to tweak TGE code, what skills should I have? Is it OpenGL or DirectX ? I mean if I have to tweak Physics do I need to know OpenGL stuff?
One more question, *generally* when making game with TGE what thing(s) do you tweak. Is it graphics or physics/collision detection/AI.
Actually I am just starting out and wanted to know in which area should I focus more, to make a good game with TGE. I am good at 'C' and 'Java' programming, Physics, ...and can play guitar ;-).
I am thinking to learn C++ and 3D modeling.
What new skills should I acquire?
Kindly guide me.
Regards
#2
12/04/2005 (11:07 am)
If you're making an fps you shouldn't have to tweak the physics too much (unless you wanted to make another half life 2 that is) collision detection is good, a couple ai packs are coming out... if you wanted to model go ahead and learn 3d modeling but its a hard skill to be good at (you need to be an artist). you would need to learn torque script and probably a little bit of c++ I have never read a book on c++ or studied it in any way except look at resources in this website and I'm getting along okay.
#3
I think it's because working with Torque is like playing the game. WYSIWYG technology. And a lot cheaper than my rent.
welcome to Torque !
12/04/2005 (12:07 pm)
Providing all the members in a team required for a game (hardcode, script, 3d models, 2d textures, level design, game design, soundFX, soundtrack/music and so on) you still need a core feature: good management of all these things; but given the situation, TGE will let you dive in industry a bit more easy than other engines; I for myself I returned each time to Torque after Halflife1 (Quake based engine) Halflife2 - Source technology, Unreal technology, 3dgamestudio, Kaneva, and lots of others plus an engine of our own an entire year: Torque won each time;I think it's because working with Torque is like playing the game. WYSIWYG technology. And a lot cheaper than my rent.
welcome to Torque !
#4
One more thing to ask. What if I want to tweak *ONLY* physics engine and not rendering, do I need to know OpenGL for that.
In other words, is TGE written in such a way that I can change/tweak the physics engine in **Plain C++**.
12/05/2005 (2:38 pm)
Thanks guys!!One more thing to ask. What if I want to tweak *ONLY* physics engine and not rendering, do I need to know OpenGL for that.
In other words, is TGE written in such a way that I can change/tweak the physics engine in **Plain C++**.
#5
And TGE is all "Plain C++" and TorqueScript.
12/05/2005 (2:42 pm)
You shouldn't need to. Now, if you're trying to accurately render wave force on water blocks, you would need to, but for the rigid body stuff, you should be good.And TGE is all "Plain C++" and TorqueScript.
Torque Owner Westy
C++
3D Maths
Open GL
Its not often you tweak OGL calls directly unless your implenting a new rendering feature etc.