Brand new need help pleace
by Los Pistoles · in Torque Game Engine Advanced · 04/14/2008 (7:38 pm) · 6 replies
Hey I'm completly new at this and just have no earthly idea where to start, i've run through most of the tutorials, however I haven't yet found one is aimed at a brand new project.
I'd really like to do this with as little c&p as possible
I have plenty of programing experience, mostly in java, but i know some c++/c/c#
If anyone can find a ground up tutorial or any help/advice would be much appreciated
I'd really like to do this with as little c&p as possible
I have plenty of programing experience, mostly in java, but i know some c++/c/c#
If anyone can find a ground up tutorial or any help/advice would be much appreciated
About the author
#2
After that, a good way to start is to go through some of the resources for the engine to get a good understanding of how to integrate new C++ and script code. Once you have those down pretty well, starting from the ground up would start with creating a blank project, designing out a quick prototype of your game, and take baby steps implementing each feature.
04/15/2008 (5:19 am)
@Los Pistoles - Just asking, but have you gone through the Getting Started, Mission Editor, and GUI Editor sections of the documentation? Gotta make sure the foundation is there first.After that, a good way to start is to go through some of the resources for the engine to get a good understanding of how to integrate new C++ and script code. Once you have those down pretty well, starting from the ground up would start with creating a blank project, designing out a quick prototype of your game, and take baby steps implementing each feature.
#3
Sorry for the slow reply, and thanks for your time
EDIT: (almost forgot) @ Michael: I've read most of the code examples in 3d game programing all in one and been through several tutorials online, I feel very comfortable with the syntax and execution of torqueScript, i just don't know what files torque is really looking for
Thanks again for your help, i'll do some more poking around and if i really get stuck i'll come back :)
04/16/2008 (2:03 pm)
I guess really what i'm after is the basic working template for torque, I've been looking around and it seems that everyone already has a working executable, I've been toying with combinations of various files, but I can't seem to get a configuration that will runSorry for the slow reply, and thanks for your time
EDIT: (almost forgot) @ Michael: I've read most of the code examples in 3d game programing all in one and been through several tutorials online, I feel very comfortable with the syntax and execution of torqueScript, i just don't know what files torque is really looking for
Thanks again for your help, i'll do some more poking around and if i really get stuck i'll come back :)
#4
The scripts for the various demos contain thousands of lines of script that provide useful services.
I would suggest you start from a working set, and practice making small changes. Get your various software tools in place. Then integrate some new features. That will get you used to using the forums to find advice and ideas when you run into problems.
One newbie problem is figuring out the "Torque way of doing things". Until you have enough experience to understand the normal way of doing things before you strike out on your own, every change will be a fight you-vs-Torque. You will spend a lot of time doing things the hard way, before learning the "Torque way". ;)With 500,000 some line of code, most people would bet on Torque! ;)
I don't do every thing the "Torque Way" any more, but I'm lazy enough not to waste time where it isn't important and extremely useful to my projects. Spare time over ego is my motto ;)
04/16/2008 (2:35 pm)
A lot of the "connecting glue" for the sequencing of a game is implemented in TorqueScipt. Trying to start from scratch would be very much the hard way. Start with a working example, then if you must, remove stuff you think you don't need piece by piece. Be sure to check the project changes into your source code control system (Script files too!) so when you test after each removal and find some problem, you can put that piece back ;) The scripts for the various demos contain thousands of lines of script that provide useful services.
I would suggest you start from a working set, and practice making small changes. Get your various software tools in place. Then integrate some new features. That will get you used to using the forums to find advice and ideas when you run into problems.
One newbie problem is figuring out the "Torque way of doing things". Until you have enough experience to understand the normal way of doing things before you strike out on your own, every change will be a fight you-vs-Torque. You will spend a lot of time doing things the hard way, before learning the "Torque way". ;)With 500,000 some line of code, most people would bet on Torque! ;)
I don't do every thing the "Torque Way" any more, but I'm lazy enough not to waste time where it isn't important and extremely useful to my projects. Spare time over ego is my motto ;)
#5
Just a bit eager i guess :)
04/16/2008 (2:42 pm)
I'll play by torque's rules for now, thanks guysJust a bit eager i guess :)
#6
If you were to build up a new project completely from scratch, you would have to write all of the code (TorqueScript, the rest is in the engine) to handle all of this--and all it does is connect a client to a server and get the client into the game with a player to control.
04/16/2008 (2:47 pm)
To reinforce Matthew's point, you can find a diagram of just one of the things that are required for a multi-player game on TDN: Connection Sequence Diagram.If you were to build up a new project completely from scratch, you would have to write all of the code (TorqueScript, the rest is in the engine) to handle all of this--and all it does is connect a client to a server and get the client into the game with a player to control.
Torque 3D Owner Andrew Brady