Torque engine
by Frederick Lim · in Torque Game Engine · 08/06/2007 (7:58 pm) · 11 replies
I have Torque 1.4.2 SDK, I am considering should I upgrade my Torque, but I am still not familiar with Torque script. I haven't use it because the lack of documentation in past.
I am currently using another engine for my game, my game is not FPS and but someting like Heavy Weapons in 3D.
Now there are more documentation available for Torque, and I really impress by the TGEA, so I am consider to switch my game to Torque.
But I still have a question, is Torque generic enough to just using Torquescript to program everything without touch the source code?
I am currently using another engine for my game, my game is not FPS and but someting like Heavy Weapons in 3D.
Now there are more documentation available for Torque, and I really impress by the TGEA, so I am consider to switch my game to Torque.
But I still have a question, is Torque generic enough to just using Torquescript to program everything without touch the source code?
About the author
#2
08/06/2007 (8:37 pm)
I saw other thread about limited in functionality, so what limit exactly?
#3
Part of making a game is coding, there's no way around it. There are point & click solutions available however you are severely limited with these types of programs.
08/06/2007 (8:43 pm)
The scripting language is quite extensive however it will only obey the default behaviours that have been stipulated in the source code. If you want to modify the way that the engine behaves, in most cases you'll have to do this from within the source code.Part of making a game is coding, there's no way around it. There are point & click solutions available however you are severely limited with these types of programs.
#4
So what kind of behaviors limited in Torque?
For instance, I have a tank moving on terrain, it's tilt and roll align on terrain slope, it has turret and barrel, moving with WSAD; a mouse cursor like Heavy Weapon move over the screen, the turret and barrel point to my cursor location, fire with mouse button. Other weapons can attach on turret.
Can I do that in Torquescript?
08/06/2007 (8:59 pm)
I like scripting but don't have the time to study the source code. There are many other things to do as I make the game only myself. The engine I am using require lot of scripting, the engine is close source but I can program the movement code in script only.So what kind of behaviors limited in Torque?
For instance, I have a tank moving on terrain, it's tilt and roll align on terrain slope, it has turret and barrel, moving with WSAD; a mouse cursor like Heavy Weapon move over the screen, the turret and barrel point to my cursor location, fire with mouse button. Other weapons can attach on turret.
Can I do that in Torquescript?
#5
08/06/2007 (9:03 pm)
Quote:No.
For instance, I have a tank moving on terrain, it's tilt and roll align on terrain slope, it has turret and barrel, moving with WSAD; a mouse cursor like Heavy Weapon move over the screen, the turret and barrel point to my cursor location, fire with mouse button. Other weapons can attach on turret.
Can I do that in Torquescript?
#6
08/06/2007 (9:08 pm)
Oh! Thanks for answer.
#7
Actually, theoretically you could. You could just make every object a ShaeBase and write your own script-side processTick, and schedule it every 32ms. A ridiculous solution, but it goes to show that anything's possible.
08/07/2007 (2:56 am)
Well, you could have the tank. You could probably even have the crosshair (I'm not too hot on GUIs). But the tank aiming at the location the crosshair points to, no.Actually, theoretically you could. You could just make every object a ShaeBase and write your own script-side processTick, and schedule it every 32ms. A ridiculous solution, but it goes to show that anything's possible.
#8
While there are a large number of things that can be done in TorqueScript, there are also a huge amount of things that can be done much more quickly and elegantly in the engine code.
08/07/2007 (6:27 am)
"Sometimes you have to go a long way out of your way to come back a short distance correctly!" - Edward Albee, Zoo StoryWhile there are a large number of things that can be done in TorqueScript, there are also a huge amount of things that can be done much more quickly and elegantly in the engine code.
#9
I fully agree the quote, but I am not a full time game developer, I don't have a team, so I need to balance my time between learning about game programming, artwork, and other things.
I think I will finished my first game with the engine I am using. After finished my first game, I will consider Torque again.
08/08/2007 (8:42 pm)
Thanks everyone for answer. :)Quote:"Sometimes you have to go a long way out of your way to come back a short distance correctly!" - Edward Albee, Zoo Story
I fully agree the quote, but I am not a full time game developer, I don't have a team, so I need to balance my time between learning about game programming, artwork, and other things.
I think I will finished my first game with the engine I am using. After finished my first game, I will consider Torque again.
#10
I had Ogre 3D or something like that but it says that the file is corrupt or whatever and it was the new version.
P****s me off!
08/20/2007 (2:35 pm)
I have Torque Game Engine 1.5.2 and my computer won't let it show up like, when I double click it to activate and the screen turns black for 2 seconds and then you'll hear some tools being used, then after that, nothing else happens, I have Microsoft VC++ 7.0 and OpenGL and DirectX.I had Ogre 3D or something like that but it says that the file is corrupt or whatever and it was the new version.
P****s me off!
#11
08/20/2007 (6:01 pm)
Make sure you have the latest direct X version and the latest drivers for your video card.
Torque Owner Tim Heldna
Your game will be limited in functionality if you never want to touch the source code.