Getting started
by NeLo · in Torque Game Engine · 06/05/2002 (12:10 pm) · 17 replies
I don't find Torque tutorials for C++.
Doesn't exist?
I don't know what headers include, and how start a game. What are the main classes, what do each class, and so on...
I searched it, but unsuccessful.
Can you help me? :)
Doesn't exist?
I don't know what headers include, and how start a game. What are the main classes, what do each class, and so on...
I searched it, but unsuccessful.
Can you help me? :)
About the author
#2
06/06/2002 (11:19 am)
Yes.
#3
Doesn't exist?"
There are no C++ tutorials, this is something you should know or be learning from another source.
"I don't know what headers include, and how start a game. What are the main classes, what do each class, and so on..."
This is all available at Here or more specifically information about the classes and program structure are available Here, and information on how to start a game is Here.
Also there is additional information if you search resurces and forums.
--Aaron
06/06/2002 (12:15 pm)
"I don't find Torque tutorials for C++. Doesn't exist?"
There are no C++ tutorials, this is something you should know or be learning from another source.
"I don't know what headers include, and how start a game. What are the main classes, what do each class, and so on..."
This is all available at Here or more specifically information about the classes and program structure are available Here, and information on how to start a game is Here.
Also there is additional information if you search resurces and forums.
--Aaron
#4
There are not C++ tutorials... They want I make my games with scripts?
I have to spend very much time reading the Torque source to find the classes I need. I believe the Doxygen documentation is insufficient.
I'm beginig to believe that I squandered my money...
Am i erroneous? I wish I am...
06/07/2002 (10:34 am)
I'm sad xDThere are not C++ tutorials... They want I make my games with scripts?
I have to spend very much time reading the Torque source to find the classes I need. I believe the Doxygen documentation is insufficient.
I'm beginig to believe that I squandered my money...
Am i erroneous? I wish I am...
#5
Do you mean:
1) C++ tutorials teaching you how to program in C++
2) tutorials teaching you how to develop a game with Torque in C++?
If you mean 2), then you're looking in the wrong place and you have probably wasted your money.
06/07/2002 (10:37 am)
You are erroneous, and you are missing the point of the Torque engine. You can make a complete game simply by changing existing or writing new scripts.Do you mean:
1) C++ tutorials teaching you how to program in C++
2) tutorials teaching you how to develop a game with Torque in C++?
If you mean 2), then you're looking in the wrong place and you have probably wasted your money.
#6
If you want to make a fps then you will need to source less than if you want to make a RTS or another style game. I dont think you could make a complete game via the scripts but you cant can certainly get alot of the base functionality done.
The scripts allow you to quickly add content and make changes to the game without having to recomplie, this is IMO why scripting has become more popular for game creation lately. But, for new functionality, it will require access to the source.
Please excuse the "I want to go home" rambling's of Aaron at work,
--Aaron
06/07/2002 (10:58 am)
There is a demo that comes with the source and there is even Realm Wars. These are both a good starting points to learning the TGE but they will not teach you C++. Infact you should have a good understanding of classes before digging into the source.If you want to make a fps then you will need to source less than if you want to make a RTS or another style game. I dont think you could make a complete game via the scripts but you cant can certainly get alot of the base functionality done.
The scripts allow you to quickly add content and make changes to the game without having to recomplie, this is IMO why scripting has become more popular for game creation lately. But, for new functionality, it will require access to the source.
Please excuse the "I want to go home" rambling's of Aaron at work,
--Aaron
#7
I would find a small tutorial that teach me what classes I need to do something. I don't know what do each class yet!!!
For example:
CNode
void Init() - Initialize the class
void Move(Point P) - Move the class to the specificated CNode TestCollision() - If the Node are colliding with other Node, return that Node
and so on...
Something like this I want :)
The documentation that I would do for my engine...
Without a documentation like this, learn to use the engine is longer that with documentation, and I bought the engine intead of make a own engine to save time mainly.
I guess that I made a mistake.
06/07/2002 (10:58 am)
Option 2.I would find a small tutorial that teach me what classes I need to do something. I don't know what do each class yet!!!
For example:
CNode
void Init() - Initialize the class
void Move(Point P) - Move the class to the specificated CNode TestCollision() - If the Node are colliding with other Node, return that Node
and so on...
Something like this I want :)
The documentation that I would do for my engine...
Without a documentation like this, learn to use the engine is longer that with documentation, and I bought the engine intead of make a own engine to save time mainly.
I guess that I made a mistake.
#8
It seems that I have to use scripts, or make my own engine. But my dev-colleagues can worry for the time elongation xD
Thx for the replies.
06/07/2002 (11:10 am)
Well.It seems that I have to use scripts, or make my own engine. But my dev-colleagues can worry for the time elongation xD
Thx for the replies.
#9
As for your current issue, I think the best way to start is first decide what you are trying to do. Then, find out what options are available via documentation section, searching resources and forums.
Trying to make additions/changes to the source not as well documented as using the current source. A good example is adding models to the game. There are a number of good sources for how to do this, but for my game I require a different way of loading and controlling the model. So, I am writing a new class to handle it by using existing classes as and example for my new class. But there is no 'how to' document for creating classes in TGE, so I am using my own knowledge of C++, existing code and the community.
I think the best resource for the TGE is the community and I think you will find that if you get stuck on something a lot of people are willing to try and help.
--Aaron
06/07/2002 (11:19 am)
There are a number of people working on documentation so there will be more coming, and make sure you are on of the more recent build in the cvs since there are more in-code comments.As for your current issue, I think the best way to start is first decide what you are trying to do. Then, find out what options are available via documentation section, searching resources and forums.
Trying to make additions/changes to the source not as well documented as using the current source. A good example is adding models to the game. There are a number of good sources for how to do this, but for my game I require a different way of loading and controlling the model. So, I am writing a new class to handle it by using existing classes as and example for my new class. But there is no 'how to' document for creating classes in TGE, so I am using my own knowledge of C++, existing code and the community.
I think the best resource for the TGE is the community and I think you will find that if you get stuck on something a lot of people are willing to try and help.
--Aaron
#10
Another question.
I can see the script code of Real wars and the examples. There is any way to make the scripts unreadables? I'm not speaking about encrypting, I speak about compile the scripts (O_o) or any way to do my source unreadable by other people when I sell my game.
Wow.
Byez.
06/07/2002 (11:36 am)
A lot of thanks Aaron for your valuables replies ;)Another question.
I can see the script code of Real wars and the examples. There is any way to make the scripts unreadables? I'm not speaking about encrypting, I speak about compile the scripts (O_o) or any way to do my source unreadable by other people when I sell my game.
Wow.
Byez.
#11
06/07/2002 (11:40 am)
Yes, that is what the .dso files are (compiled .cs files).
#12
--Aaron
Edit: grammer
06/07/2002 (11:52 am)
Just to clarify a bit on what Sabrecyd stated, the engine uses .dso files, but if it cannot find the .dso then it compiles it from the .cs. You can delete the .cs files once they have been compiled and release your finial product without the .cs files.--Aaron
Edit: grammer
#13
I guess that scripts are slower than C++. Although I guess this difference isn't critical also.
Thx for all the help.
06/07/2002 (1:37 pm)
Ok, interesting.I guess that scripts are slower than C++. Although I guess this difference isn't critical also.
Thx for all the help.
#14
06/07/2002 (1:51 pm)
The inital hit of compiling the script may be slower than the cost of loading a binary (in C++ for example.) But after the initial compile, the benefits outweigh the costs of maintaining C++ code to handle game logic and events. Modern game design has moved away from the use of hard coded compiled logic and more towards scriptability. This is more flexible and more productive for development in the long run. If you are interested in actually modifying the engine to change the scene graph or improve the rendering pipeline, then C++ the right choice. For game logic, it ts the less optimal choice.
#16
You seem to be having the same problem that Michael Hense is, i.e. you are trying to understand something that you do not need to understand. If you want to make a game, the way to do it is to use the script language. We cannot think of a single game that we would not start using the scripting language. Once we have the prototype working in script, we may decide to optimize or change certain engine fucntions in C++, but many many games can be created using this method.
If you do not want to follow this paradigm, you may have trouble using the Torque. Please read the getting started documentation, then move on to the documentation and tutorials. Examine how Realm Wars works, and try to make small changes.
Torque is very large and pwerful. It takes some time to come to terms with it.
Jeff Tunnell
06/07/2002 (5:41 pm)
Nelo,You seem to be having the same problem that Michael Hense is, i.e. you are trying to understand something that you do not need to understand. If you want to make a game, the way to do it is to use the script language. We cannot think of a single game that we would not start using the scripting language. Once we have the prototype working in script, we may decide to optimize or change certain engine fucntions in C++, but many many games can be created using this method.
If you do not want to follow this paradigm, you may have trouble using the Torque. Please read the getting started documentation, then move on to the documentation and tutorials. Examine how Realm Wars works, and try to make small changes.
Torque is very large and pwerful. It takes some time to come to terms with it.
Jeff Tunnell
Associate Ron Yacketta