Anyone want to help me with a Torque for XXX programmers?
by Jarrod Roberson · in Torque Game Engine · 05/13/2002 (9:14 am) · 4 replies
I was thinking, there are lots of "how do you do XXX?" questions, as the community grows it will just get worse. Same questions, new people, the nice help attitudes will be replaced with short snappy, grouchy "search XXX" responses.
I am willing to organize and publish a "Torque for XXX" FAQ style document that explains/maps basic concepts from say Quake derived engines to Torque concepts.
Just like those Java for C++ Programmers type books.
This is not 100% alturistic, I am familiar with Quake derived games ( Half-Life, Soldier of Fortune and Quake III:TA ) and something like this would make learning "The Way of the TGE" much quicker.
Most people that have game experience will have this background also, it brings alot of baggage with it because of the limitations of the engine and whacky things like the point of view and third person not being consistant, whacky collision play collision detection, etc.
Anyone else want to help to contribute some very short pieces to something like this.
I am going to take with is in the CodeSnipits as they appear and try and organize something like this for myself.
I am willing to organize and publish a "Torque for XXX" FAQ style document that explains/maps basic concepts from say Quake derived engines to Torque concepts.
Just like those Java for C++ Programmers type books.
This is not 100% alturistic, I am familiar with Quake derived games ( Half-Life, Soldier of Fortune and Quake III:TA ) and something like this would make learning "The Way of the TGE" much quicker.
Most people that have game experience will have this background also, it brings alot of baggage with it because of the limitations of the engine and whacky things like the point of view and third person not being consistant, whacky collision play collision detection, etc.
Anyone else want to help to contribute some very short pieces to something like this.
I am going to take with is in the CodeSnipits as they appear and try and organize something like this for myself.
About the author
#2
There are a few things that the Quake derived engines support easily that Torque does not support thru the scripting engine or sometimes at all. I am having to discover this for myself.
What a product does NOT do is way more important that what it DOES do.
For my project I am going to have to modify the C++ code for sure. Not at a low level mind you but still have to add some support for dynamic attributes for players, weapons, projectiles, and other objects, the datablocks are static and good for initialization customization from a scripting standpoint don't support "my vision" of a dynamic game where actions effect performance.
05/13/2002 (9:29 am)
I am working on the C++ side of my project right now.There are a few things that the Quake derived engines support easily that Torque does not support thru the scripting engine or sometimes at all. I am having to discover this for myself.
What a product does NOT do is way more important that what it DOES do.
For my project I am going to have to modify the C++ code for sure. Not at a low level mind you but still have to add some support for dynamic attributes for players, weapons, projectiles, and other objects, the datablocks are static and good for initialization customization from a scripting standpoint don't support "my vision" of a dynamic game where actions effect performance.
#3
Such as?
05/14/2002 (7:09 pm)
Quote:There are a few things that the Quake derived engines support easily that Torque does not support thru the scripting engine or sometimes at all. I am having to discover this for myself.
Such as?
#4
granted in Quake derived engines you HAVE to add this logic to the source, but it is not as big a hoop to jump thru as in Torque.
The more I dig thru the TGE code and get a better understanding of it, the more I like it and the more I am glad I am focusing my time on writing my game in it rather than modding a Quake derived engine as I have done in the past.
05/14/2002 (7:57 pm)
for one dynamiclly calculated values for performance behaviors of objects, the scripts do not support this, and the source as it is does not either.granted in Quake derived engines you HAVE to add this logic to the source, but it is not as big a hoop to jump thru as in Torque.
The more I dig thru the TGE code and get a better understanding of it, the more I like it and the more I am glad I am focusing my time on writing my game in it rather than modding a Quake derived engine as I have done in the past.
Torque Owner Davis Ray Sickmon, Jr
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Not saying your idea is a bad idea - far from it. Just hopin that efforts don't get spread across a number of differently styled documentation project. I'd really like to see something done soon :-)