Game Development Community

Starting TGE from scratch

by James Garvin · in Torque Game Engine · 06/10/2008 (8:15 pm) · 8 replies

Hello. I've started to work on TGE and after playing with the demo stuff for a while, I want to start a fresh project and see what I can do with it. Mainly because I can't follow how things are working in it's current state. Is there a tutorial for starting from scrach? Such as which files have to be there, what functions are essential, etc. Any information on this would be greatly appreciated.

#1
06/10/2008 (8:21 pm)
Check out the MinApp tutorials in the Documentation > TGE area (scroll about 25% down to see it), and that may be what you're after.
#2
06/11/2008 (9:41 pm)
Thanks for the tip. I tried it unfortunately, seems it's a little out of date. Is there something that's a little more current out there that would help tell me what I need to do to strip it down so all I have is the editors?
#3
06/12/2008 (8:25 pm)
The tutorial.base is pretty much just that.
#4
06/13/2008 (12:20 am)
Ok, here's my tip. First, go get Codeweaver (it's free).

Then, learn to add files into a Codeweaver project from your TGE directory. A quick hand-up on that - the common and creator folders are for the common functionality and the editors. The others, notably starter.fps, starter.racing, demo and tutorial.base are all what you might call MODs. Import one of these into your project and get it to run. This must be pretty easy if you've worked with an IDE like Code::Blocks or VS2005 before.

Once, you've done that, dig into the script code - don't be afraid, just dig in - and keep following the flow of control. There are some excellent docs over on TDN to help you out. If you stumble across anything that you can't follow, search TDN and the forums, and if you don't find anything anywhere, feel free to ask.

When you're comfortable with how the logic flows in script, you'd be ready to start looking deeper and gain a much better understanding of things.
#5
06/20/2008 (11:39 am)
3d Game Programming All In One shows you how to start a Torque Game from scratch. It's slightly out-dated, you can still use what you learn from it in TGE1.5.x.
#6
06/22/2008 (6:51 am)
I was wondering a similar thing, but I was also wondering about how would I go about getting TGE to run some simple standalone scripts just to get comfortable with basic stuff like a + b = c sorta stuff and build from there. I was wondering if I can just run a single script without having to have a whole project of files set up with main.cs etc. Is this possible? Sorry, for thread hijacking, just didn't want start a new thread for a small question and this kinda relates to what I was after!
#7
06/22/2008 (8:12 am)
I have a question, all these folks that have been looking to create blank Torque enviroments. I am curious as to what games those folks are trying to make. If its not a player oriented game, ie player plays a animated 3d model or a racing game, ie a vehicle based object. Or the Tutorial base, which is just essentially a empty terrain. I am curious as to why someone would strip those out from the get go, The only obvious reason is they might want to replace the entire player/terrain/engine? so it makes it almost s mute point. why not just use a starter kit and work up from there.
#8
06/22/2008 (9:05 am)
I guess it's coz the idea of copying one of the bases (even the blank tutorial one) isn't what new people to the program are expecting. They were probably expecting some sort of File > New approach to starting a new project. Myself included, I guess. I thought I was missing something at first. Is what I previously asked possible though?