Help
by StarBuck · in General Discussion · 03/07/2007 (2:48 am) · 6 replies
Hi, Folks,
I've decided to write a rythm action game on the PC using torque. When I purchased the engine, I was expecting to get reams of documentation talking me through all the aspects of development, but sadly, that isn't the case (and really - who likes to read documentation on websites!? I'd much sooner be able to print it all out and read it on the sofa!!)
Anyway, even after searching the website for documentation, I can't find anything which actually tells me what I need. I'm gonna list it out below - can anyone point me in the right direction?
1) Need to know how to set up a basic shell in Dev Studio 2005 (VC)
2) Need to know how to do the "Hello World" type junk!
3) Need to know how to import 3D models WITH CODE (Not interested in using the editor)
4) Need some command breakdown of the different libs - where is this?
5) Need to know how to develop away from the Torque Demo program, as this is WAY too complex for a beginner
6) Need to be shown how to develop code with this engine from the ground up, or at least to be able to start from there.
I'm not in the US, so I can't attend any of the seminars, but it's VITAL that I start on the learning curve of this engine asap!
I've ordered the "Under the hood of Torque" book, but it'll be a while before that arrives, and I really wanna get going!!!
Thanks, in advance.
SB.
I've decided to write a rythm action game on the PC using torque. When I purchased the engine, I was expecting to get reams of documentation talking me through all the aspects of development, but sadly, that isn't the case (and really - who likes to read documentation on websites!? I'd much sooner be able to print it all out and read it on the sofa!!)
Anyway, even after searching the website for documentation, I can't find anything which actually tells me what I need. I'm gonna list it out below - can anyone point me in the right direction?
1) Need to know how to set up a basic shell in Dev Studio 2005 (VC)
2) Need to know how to do the "Hello World" type junk!
3) Need to know how to import 3D models WITH CODE (Not interested in using the editor)
4) Need some command breakdown of the different libs - where is this?
5) Need to know how to develop away from the Torque Demo program, as this is WAY too complex for a beginner
6) Need to be shown how to develop code with this engine from the ground up, or at least to be able to start from there.
I'm not in the US, so I can't attend any of the seminars, but it's VITAL that I start on the learning curve of this engine asap!
I've ordered the "Under the hood of Torque" book, but it'll be a while before that arrives, and I really wanna get going!!!
Thanks, in advance.
SB.
#2
Look for the getting started.pdf tutorial
You can generate docs like this:
www.garagegames.com/docs/tge/general/ch06s12.php
or windows help file like this:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6404
More reading that might help you get started:
tdn.garagegames.com/wiki/Working_with_the_TGE_Example
Some more stuff you can do is in-game in the console type "dump();"
tdn.garagegames.com/wiki/Torque_Console_Objects_TOC
03/07/2007 (6:32 am)
2) Define "Hello World" junk, this is more in the realm of beginner programming lessons and not working in TGE, because a "Hello World" app is light years simpler than working with the SDK
Look for the getting started.pdf tutorial
You can generate docs like this:
www.garagegames.com/docs/tge/general/ch06s12.php
or windows help file like this:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6404
More reading that might help you get started:
tdn.garagegames.com/wiki/Working_with_the_TGE_Example
Some more stuff you can do is in-game in the console type "dump();"
tdn.garagegames.com/wiki/Torque_Console_Objects_TOC
#3
1) That's VS2005 Express edition, not VS2005, and it seems to simply show how to actually get one of the projects to compile - I can do that already - what I need to know is how to start a new project!
2) "Hello World" junk is simply stuff like, "From your new, empty Torque Shell, this is how you can interface with the graphics system" or "This is how to put a 3D model on screen" etc.
3) I'm using 3DS Max 8.0 - I'm a professional game designer
4) Accepted that it's not available on the public forums, but where can I find class and function information on the Lighting systems etc? Or the Audio stuff?
5) The tutorial.base was the first place I started, but this seems to be simply a script driven example rather than having any game specific code, which I what I need to access...
6) I don't need walking through the process of actually writing a game (I've written a fair old few now), but I do need suitable documentation to get me started, rather than having to just hack stuff up to try to cobble together something which may or may not be correct.
I just really wanna get started, but there's no clear path to learning any of this stuff - I have to try to make sense of bits and pieces from all over the website which may not even be relevant to what I'm trying to do. It's proving a little frustrating, to be honest. I did kinda expect more rounded documentation!
Thanks for your suggestions, though! :)
SB
03/07/2007 (6:38 am)
Thanks for your reply - 1) That's VS2005 Express edition, not VS2005, and it seems to simply show how to actually get one of the projects to compile - I can do that already - what I need to know is how to start a new project!
2) "Hello World" junk is simply stuff like, "From your new, empty Torque Shell, this is how you can interface with the graphics system" or "This is how to put a 3D model on screen" etc.
3) I'm using 3DS Max 8.0 - I'm a professional game designer
4) Accepted that it's not available on the public forums, but where can I find class and function information on the Lighting systems etc? Or the Audio stuff?
5) The tutorial.base was the first place I started, but this seems to be simply a script driven example rather than having any game specific code, which I what I need to access...
6) I don't need walking through the process of actually writing a game (I've written a fair old few now), but I do need suitable documentation to get me started, rather than having to just hack stuff up to try to cobble together something which may or may not be correct.
I just really wanna get started, but there's no clear path to learning any of this stuff - I have to try to make sense of bits and pieces from all over the website which may not even be relevant to what I'm trying to do. It's proving a little frustrating, to be honest. I did kinda expect more rounded documentation!
Thanks for your suggestions, though! :)
SB
#4
1) Start a new Torque Project? Or just any project?
2 & 5 & 6) If you have completed the getting started tutorial, then you have already started writing game specific code, even if it is script code. I wouldn't even think about jumping into the engine until you completed this, and started your own blank mod project and imported your first custom weapon, model, player, mission, etc.
3) Ok, there is also a Max Exporter, just search in the bar for Max to Dts....what's unprofessional about using Maya, by the way? =)
4) What I meant is we can't discuss engine or lib code in public forums. If you want lighting documentation and code descriptions you'll have to go to the Synapse Lighting Private forum, and the Lighting Page on the TDN.
The clearest path I can suggest is this:
1) Complete the getting started tutorial, start to finish. Hell, do it twice and see if there are some bonus things you can do with the script files (like power-ups and weapons).
2) Read through the starter.fps script files, even if it is more complex than what your game will be. This will help you become familiar with Torque Script syntax, and how the engine interfaces with script.
3) Read whatever documentation you can find on TDN.
4) Search for some simple resources on the TGE resource page, preferably new ones. Try to implement one that involves engine code and script changes. If you get it working successfully, you will feel more comfortable and knowledgeable with the whole engine.
5) Read the documentation the Max-to-dts exporter, and try to export a simple cube. Then move on to a simple biped. Check out how starter.fps loads the exported shapes by looking at its scripts.
6) Create a new folder, "YourGameTitlePrototype." Recommended sub-folders are "client", "server", "data." How you organize everything in those sub-folders is up to you.
7) Try some simple prototypes of the key features of your game in script. Then move into the engine.
Since you are a professional game designer, you must have heard this phrase before:
This is just a stripped down, starter list of where to start. There are other ways to start off, and plenty to read on this site and TDN. Keep at it and we'll see you in the TGE forums, always willing to help.
03/07/2007 (7:00 am)
A lot of what you are looking for can be found on the TDN or through links found in the GG documentation/forums.1) Start a new Torque Project? Or just any project?
2 & 5 & 6) If you have completed the getting started tutorial, then you have already started writing game specific code, even if it is script code. I wouldn't even think about jumping into the engine until you completed this, and started your own blank mod project and imported your first custom weapon, model, player, mission, etc.
3) Ok, there is also a Max Exporter, just search in the bar for Max to Dts....what's unprofessional about using Maya, by the way? =)
4) What I meant is we can't discuss engine or lib code in public forums. If you want lighting documentation and code descriptions you'll have to go to the Synapse Lighting Private forum, and the Lighting Page on the TDN.
The clearest path I can suggest is this:
1) Complete the getting started tutorial, start to finish. Hell, do it twice and see if there are some bonus things you can do with the script files (like power-ups and weapons).
2) Read through the starter.fps script files, even if it is more complex than what your game will be. This will help you become familiar with Torque Script syntax, and how the engine interfaces with script.
3) Read whatever documentation you can find on TDN.
4) Search for some simple resources on the TGE resource page, preferably new ones. Try to implement one that involves engine code and script changes. If you get it working successfully, you will feel more comfortable and knowledgeable with the whole engine.
5) Read the documentation the Max-to-dts exporter, and try to export a simple cube. Then move on to a simple biped. Check out how starter.fps loads the exported shapes by looking at its scripts.
6) Create a new folder, "YourGameTitlePrototype." Recommended sub-folders are "client", "server", "data." How you organize everything in those sub-folders is up to you.
7) Try some simple prototypes of the key features of your game in script. Then move into the engine.
Since you are a professional game designer, you must have heard this phrase before:
Quote:
Read. Read code. Code
This is just a stripped down, starter list of where to start. There are other ways to start off, and plenty to read on this site and TDN. Keep at it and we'll see you in the TGE forums, always willing to help.
#5
In addition to what Michael suggests, I would also look at the MinApp tutorials.
03/07/2007 (7:46 am)
TGE/TGEA/TGB is not an API or SDK, but an engine with interconnected parts. From your questions, it seems that you were expecting an API. Thinking of Torque that way is an extremely daunting process (like thinking of Unreal in that fashion). It is an architected engine rather than a series of libraries to aid your architecture. Re-architecting the engine in a SDK/API manner will require a lot of source digging to understand the engine and how it interacts and compartmentalizing the functionality.In addition to what Michael suggests, I would also look at the MinApp tutorials.
#6
The engine is script driven by design and you really don't need to modify the engine right off the bat. I suggest learning as much as you can about the scripting first. I have only needed to modify the engine source for advanced AI support.
Some things that are done through script:
Changing player models, skins, etc...
Changing weapon models, etc...
Most of what you want to do will be done through scripts. If you try to make the engine do all the
work it will LAGGGGG.... badly. Datablocks are your friend ;)
btw, I own both of Ken Finny's books, they taught me alot. Funny thing, I work for the company that publishes his books. Small world... hehe
03/20/2007 (9:11 am)
Hey StarBuck,Quote:
5) The tutorial.base was the first place I started, but this seems to be simply a script driven example rather than having any game specific code, which I what I need to access...
The engine is script driven by design and you really don't need to modify the engine right off the bat. I suggest learning as much as you can about the scripting first. I have only needed to modify the engine source for advanced AI support.
Some things that are done through script:
Changing player models, skins, etc...
Changing weapon models, etc...
Most of what you want to do will be done through scripts. If you try to make the engine do all the
work it will LAGGGGG.... badly. Datablocks are your friend ;)
btw, I own both of Ken Finny's books, they taught me alot. Funny thing, I work for the company that publishes his books. Small world... hehe
Employee Michael Perry
ZombieShortbus
Official Documentation, which is printable...
1) One of many documentations on VS2K5
- TDN for vs2k5
2) Define "Hello World" junk, this is more in the realm of beginner programming lessons and not working in TGE, because a "Hello World" app is light years simpler than working with the SDK3) You didn't specify what 3D modeling app you will be using:
- Maya2DTS documentation[li]Danny's Website for Maya2DTS
4) What kind of command break down from the libs? Can't discuss this in a public forum anyway.5) If you have a look at tutorial.base, that is a very bare bones place to start. Practically nothing happening in that folder, which is a great place for you to start your project.
6) That's asking quite a lot. I honestly can't think of anyone I've met on the forums who has the time to walk someone through this project, due to day jobs and their own projects. The best thing to do is start with the tutorials that have you modding via script, and when you are comfortable with that, move into the engine.
There are reams of documentation, all printable. The problem is the key words you use to search for them. Do you know what's better than documentation, electronic or hard copy? Forums that put you in direct communication with the developers of the engine and the community members who are willing to show you how they fixed similar problems or approached the engine.
Start posting and reading in the public/private TGE forums, you'll find a wealth of info there.
Good luck...