Is Torque an option -- with NO prior C++ experience?
by Infinitum3D · in Torque Game Engine · 08/30/2006 (7:27 am) · 12 replies
I have no C++ experience.
I began programming with a Commodore 64 about 25 years ago and I've been using Visual Basic for almost 10 years. I understand programming concepts and logic, but without any C++ experience, should I forgo Torque completely and spend a couple years learning C++ first.
Or is Torque something I can use to learn C++. I know there are tutorials and demos, but realistically, is this even an option for me at this time?
Thanks for any and all comments!
Tony
I began programming with a Commodore 64 about 25 years ago and I've been using Visual Basic for almost 10 years. I understand programming concepts and logic, but without any C++ experience, should I forgo Torque completely and spend a couple years learning C++ first.
Or is Torque something I can use to learn C++. I know there are tutorials and demos, but realistically, is this even an option for me at this time?
Thanks for any and all comments!
Tony
#2
08/30/2006 (7:43 am)
I would same get demo and play around with it. I can only tell you about me. I start with no C++ experience and I dont reget buy the Torque at all. I have actually done more then I thought I could. I was artist when start, I still say I am artist but I come along way. I would say it depend on your learn curve. There alot resources on GG. Right now I working on project so If people just want make a game with little C++ they can, I not talking the next Unreal here we all know that take alot. Ther couple good book for Torque, The Game Programmer's Guide to Torque.
#3
Is this something that's possible in a few hours, or a couple weeks, or will it take me months to even start.
Is Torque "User-Friendly" or just "programmer-friendly"?
Thanks again!
Tony
08/30/2006 (7:49 am)
Thanks! I'm a 3D artist too, and it would be alot easier if I could drop my models into Torque myself to see how they look.Is this something that's possible in a few hours, or a couple weeks, or will it take me months to even start.
Is Torque "User-Friendly" or just "programmer-friendly"?
Thanks again!
Tony
#4
08/30/2006 (8:05 am)
If your application supports a DTS exporter, you can. It is probably safest to say that it is a bit between both programmer and user friendly. There are some parts that are user friendly and others that are programmer friendly, though I tend to think it edges towards the programming side of the equation.
#5
I've been using Torque for almost two years and I love working with it. Some aspects of Torque development are very user friendly. Others are not. The GUI tools are great and enjoyable to work with. Also, placing objects in the game world is easy.
Torque Script can be a bit confusing for art-leaning folks. Fortunately, there are a number of step-by-step guides that can help improve your scripting abilities. The same can be said for getting into the C++ code. I'm not a programmer at heart, but I've been able to compile the engine and make some useful modifications (with some guidance from the guides and forums).
Exporting static objects to Torque is easy to do and get into the engine. Getting animated characters is a little tougher, though. And depending on the 3D modeling/animation software you use, exporting animated characters can be frustrating. gameSpace, for example, has a hard time exporting animated characters (not TGE's fault though). Milkshape-produced characters seem to work better. And I can't say about Max or Maya animated exporting.
You might want to look at Kenneth Finney's books on Torque, as well as Ed Maurina's new Torque book. I have Ken's stuff and have found it very useful. If I were just starting out, I would definitely get Ed's book as well.
08/30/2006 (8:08 am)
Ad Infinitum,I've been using Torque for almost two years and I love working with it. Some aspects of Torque development are very user friendly. Others are not. The GUI tools are great and enjoyable to work with. Also, placing objects in the game world is easy.
Torque Script can be a bit confusing for art-leaning folks. Fortunately, there are a number of step-by-step guides that can help improve your scripting abilities. The same can be said for getting into the C++ code. I'm not a programmer at heart, but I've been able to compile the engine and make some useful modifications (with some guidance from the guides and forums).
Exporting static objects to Torque is easy to do and get into the engine. Getting animated characters is a little tougher, though. And depending on the 3D modeling/animation software you use, exporting animated characters can be frustrating. gameSpace, for example, has a hard time exporting animated characters (not TGE's fault though). Milkshape-produced characters seem to work better. And I can't say about Max or Maya animated exporting.
You might want to look at Kenneth Finney's books on Torque, as well as Ed Maurina's new Torque book. I have Ken's stuff and have found it very useful. If I were just starting out, I would definitely get Ed's book as well.
#6
08/30/2006 (8:09 am)
I would same it depend on the software you did your models in but that reason I got start with Torque. I been doing for while but to me it is very easy to get models in Torque. You may have to tweak the animation a little on the charcater but model like barrel, crate etc. is very easy to get in to Torque. I would same both friendly. I think one the neat feature is setskin, I export let say a crate one time with base texture then in future I build another texture I just drop in the crate folder and few lines I am up and running. I have try other engines out there I would say Torque by far is the easest. Plus with Torque there is no rebuilding the engine if you drop a model in, I try some you had to rebuild the engine each time you drop in models and that was a pain. Plus there oustanding community here you can ask questions. There is packs you can buy it will show how you can do thing with Torque. I love the packs that was good way I learn how to script in Torque, just read before you buy and make sure it has what you looking for.
#7
You have coding experience so I would say jump on into torque and get your hands dirty!!!
08/30/2006 (8:10 am)
I had little to no C++ experience when I started torque, and now I find my self getting better and better at it as teh day goes by, its a little frustrating at times, but its not bad. You have coding experience so I would say jump on into torque and get your hands dirty!!!
#8
seriously...
you will be confused and frustrated for the next couple of months with no prior c++ experience if you try using Torque cold... it's not visual basic, nor is it C64 basic... you may have fun playing with the editors and such... and, if you wanna make a fps just like the demo, then you may be able to get by, but i would advise that you should have a lil c++ under your belt...
honestly, even those who do know c++ have a hard time with it... this doesn't mean that you shouldn't think about using torque, but... well, i'll try to explain what i mean...
it's not so much the c++, but the torque++ that is the real hurdle...
in order to really do something with tge, you must grasp a few key concepts... concepts which have nothing at all to do with c++, but are usually explained with c++ or script (which is very close in syntax) examples...
therefore, that's why suggest you get conversant with c... just the basics... then go onto c++... just the basics... this shouldn't take more than 3 days, a week at the most... an understanding of the basic syntax and classes in c++ will help you quite a bit...
once you've got a familiar with that, you'll be ready to jump into Torque game programming... the Ken Finney book is the ideal place to start... concepts are explained, syntax is shown, lots of examples... scripting mainly...
first thing i'd do is make sure i get an understanding of the game /directory structure and the client/server concepts before i attempt to really do anything... but the book will take you along with plenty of patience...
then, out of necessity, you'll wind up looking at the engine code... and that's pure c++... you're gonna need to be familiar with this to mod the engine in order to get custom functionality, or just plain add a lot of the resources out there...
so, again... i'd say, it's not so much the language, as the engine itself... you can pick up torque script and c++ easilty enough... understanding the behind the scenes functions and processes that make up torque i think you'll find will be the real challenge...
good luck
--Mike
08/30/2006 (8:28 am)
I would say no... seriously...
you will be confused and frustrated for the next couple of months with no prior c++ experience if you try using Torque cold... it's not visual basic, nor is it C64 basic... you may have fun playing with the editors and such... and, if you wanna make a fps just like the demo, then you may be able to get by, but i would advise that you should have a lil c++ under your belt...
honestly, even those who do know c++ have a hard time with it... this doesn't mean that you shouldn't think about using torque, but... well, i'll try to explain what i mean...
it's not so much the c++, but the torque++ that is the real hurdle...
in order to really do something with tge, you must grasp a few key concepts... concepts which have nothing at all to do with c++, but are usually explained with c++ or script (which is very close in syntax) examples...
therefore, that's why suggest you get conversant with c... just the basics... then go onto c++... just the basics... this shouldn't take more than 3 days, a week at the most... an understanding of the basic syntax and classes in c++ will help you quite a bit...
once you've got a familiar with that, you'll be ready to jump into Torque game programming... the Ken Finney book is the ideal place to start... concepts are explained, syntax is shown, lots of examples... scripting mainly...
first thing i'd do is make sure i get an understanding of the game /directory structure and the client/server concepts before i attempt to really do anything... but the book will take you along with plenty of patience...
then, out of necessity, you'll wind up looking at the engine code... and that's pure c++... you're gonna need to be familiar with this to mod the engine in order to get custom functionality, or just plain add a lot of the resources out there...
so, again... i'd say, it's not so much the language, as the engine itself... you can pick up torque script and c++ easilty enough... understanding the behind the scenes functions and processes that make up torque i think you'll find will be the real challenge...
good luck
--Mike
#9
No prior experience with C++ is not a huge problem if you are willing to learn and if you feel comfortable with spending some time with this. Torque can be challenging, but if you are really motivated and willing to go for it, then Torque most definatly is an option for you.
08/30/2006 (9:34 am)
@Infinitum3D:No prior experience with C++ is not a huge problem if you are willing to learn and if you feel comfortable with spending some time with this. Torque can be challenging, but if you are really motivated and willing to go for it, then Torque most definatly is an option for you.
#10
If you want to focus on 3D, your learning experiences with TGB will not be wasted. TorqueScript is the same, and most of the things you learned from your TGB experience will apply to TGE.
-Jeff Tunnell, GG
08/30/2006 (11:55 am)
If you have little to no C++ experience, I would recommend going with Torque Game Builder instead of Torque Game Engine. TGB is much easier than TGE for two main reasons, the networking is simpler and it is focused on 2D. While you are learning TorqueScript and how to make games using newer methodologies taking those two things out of the equation will make your learning process much more enjoyable.If you want to focus on 3D, your learning experiences with TGB will not be wasted. TorqueScript is the same, and most of the things you learned from your TGB experience will apply to TGE.
-Jeff Tunnell, GG
#11
@Jeff - I've tried other 2D game builders, and even written a few 2D games in VB, but my artwork is 3D so I need a 3D engine to show it off.
Thanks!
-Tony
08/30/2006 (12:41 pm)
Thanks everyone for your suggestions.@Jeff - I've tried other 2D game builders, and even written a few 2D games in VB, but my artwork is 3D so I need a 3D engine to show it off.
Thanks!
-Tony
#12
08/30/2006 (12:57 pm)
You can render 3d models in TGB using Torque's .dts file format. Pre-rendering sprites is also often a very viable means for making artwork in a 2d game, especially combined with something like the Adventure Pack for an Isometric styled game. You don't necessarily need a full 3d engine to use 3d art.
Torque Owner Jon Jorajuria