Game Development Community

There is no starter tutorial in torque ??

by delinkx · in Technical Issues · 08/07/2008 (8:03 pm) · 14 replies

Hello there,

i hv bought a license for torque. and i dont find any useful tutorial for starters as compared to other engines. where they have tutorials for the basics stuffs.

its so confusing how to start a project. I bought tat book 3D game programming all-in-one. but it uses its own modified engine. when i use on my licensed one.. things dont work.

i tried searching for starter tutorials. nothing much which gives the initial steps to start using torque. Do we have to use everything from the TorqueDemo only.. its all confusing. There is no proper IDE or something.. that u compile and get the code running. See GameStudio for example. its got a script editor. i can load a level(terrain) add my players dynamically and play around.

What i want to do:

- create a blank project within a blank folder
- i have created a simple terrain mission. i saved it in the blank folder.
- now i want to write a script to add players and objects randomly on the terrain.

i really donno how to go through this. I feel like i wasted my money buying this. there is no proper help file also.

#1
08/07/2008 (9:19 pm)
Quote:I bought tat book 3D game programming all-in-one. but it uses its own modified engine. when i use on my licensed one.. things dont work.
3d Game Programming All In One uses Torque Game Engine 1.4, you're probably using 1.5.2. Most of the stuff should work, but finding a way around the stuff that doesn't will help you learn faster than copying and pasting code files. If that doesn't work for you, use the engine that came with the book, and then once you have an idea of how to use Torque, start making your game with your engine.

Quote:There is no proper IDE or something.. that u compile and get the code running. See GameStudio for example.
As for an IDE, two of the most popular options are Torsion and Codeweaver, but you can use NotePad or one of many other programs.

Quote:i hv bought a license for torque. and i dont find any useful tutorial for starters as compared to other engines. where they have tutorials for the basics stuffs.
For some other tutorials, go to the "Documentation" tab, near the "Community" one, and click on "Torque Game Engine".

Quote:See GameStudio for example. its got a script editor. i can load a level(terrain) add my players dynamically and play around.
To dynamically add players and "play around", load a starter.fps, load a mission, and press f11. You'll get into the world editor.
#2
08/07/2008 (9:37 pm)
This still doesnt answer my questions. y is torque so diffucult to learn !

have a look at other engines. be it commercial or opensource. they all have some startup tutorial to create an environment, load some players and render and view something n then goes in deeper tutorials.

but wat i can see here its like torque is made just for FPS or Racing.. ! and tutorials also support tat only ! this is really waste of money i can see..

i have been spending days on the site. trying to get something to start with.. nothing as such is given. like a proper tutorial to start an independent project. create the directory structures. load a level. put players. code the movements, etc..

no one is able to guide me through this. There is no proper support and documentation. Not even a help file.
#3
08/07/2008 (11:04 pm)
Did you read the GettingStarted.PDF that is included with your engine, should be in your main directory somewhere. In fact if you look in the same directory as your exe it should be there. And you have to remember this is a game engine, not a click and drag snap together kit. Patience. Start with one or 2 items, and learn how scripts work, then learn how the engine works, learn to compile it. Its not a make game button. Welcome to the real world of Game development. you dont think the guys that made Halo or Call of Duty 4, or what ever game you played before, used a engine with a 1 click make game functionality. No. takes time to learn what the engine does, how to use it and how to to make it.

Now if your looking for a 1 size fits all engine, You in for a shock, no such beast. If your looking for a rpg or mmo engine, torque can do it. But you have to program it. looking for a specific set of physics, add it in. but when you look at the cost vs the flexibility. Torque is a powerful tool. just gotta learn how to use it.

What kind of project you thinking of doing? Goals, have you even taken to time look over where things are in the engine and learn what does what.
#4
08/07/2008 (11:13 pm)
Am looking for a simulation visualisation project. wat i need to do basically is:

- create a terrain (plain one initially)
- read data from a file
- create objects and make them move (objects are humans). they are to walk from a position to another within a time frame.

i understand tat i dont want a 1 click game engine.

i have already implemented this project in game engines like gamestudio, irrlicht, delta3D.

now i wanted to use the best commercial engine (according to gamedev) , i.e torque for this application.

but wat i really cant find, is a proper starter tutorial. Luckily i got hold of Michel Perry's docs. but its not completed yet.

at least a tutorial where they explain the first steps in starting creating your application.
#5
08/08/2008 (2:36 am)
In your sdk, there is a folder called "Example". You have 4 different examples there to work from.
Starter.fps is a basic shooter example with an orc running around a path.
Starter.racing is a basic car racing example
Demo is a walkthru of what torque has incorperated
tutorial.base is a basic no frills, nothing added set of base scripts with a flat, non textured terrain.

To access any of those, just click on their bat file, or change the default mod in main.cs that is in the root folder.
#6
08/08/2008 (3:11 am)
@Nathan - depends on which version of the book he bought the first edition uses TGE 1.3 the second edition was updated for TGE 1.4

@delinkx - As suggested work through that book using the engine that comes with it, you'll learn most of what you need by writing that... once you're ok then move over to your licensed engine and start building on it, you'll find it quite easy the changes from 1.4 and 1.5.2 and searching the forums when someone in particular doesn't work between them will soon answer any of those questions as we've all hit them
#7
08/08/2008 (6:56 am)
@ Nathan/Everyone

Do not use notepad to edits scripts! It can add binary garbage to your files thus making them entirely unusable.
#8
08/08/2008 (7:31 am)
I use Notepad to do quick changes, otherwise I use Codeweaver. Notepad has never added garbage to my files.
#9
08/08/2008 (8:00 am)
I used to use for quick changes as well for a couple years, then one day it happened. Since then I've seen it happen to multiple people.

A good alternative for making quick changes is Notepad++. It handles multiple languages as well. I like using it for xml, html, php editing.
#10
08/08/2008 (8:56 am)
New torque Codumentation - part one by Michael Perry

edit: that was supposed to say documentation... but codumentation works too.
#11
08/08/2008 (9:53 am)
@Scott:

I've used notepad for many years to edit all sorts of script files, and it has never added any garbage. It's just a simple ASCII editor, surely?

@ delinkx:

Yes, it's a bit overwhelming at first, but there's a huge amount of knowledge embedded in the way that the FPS and Racing starter games are set up. How to handle clients joining, the handshaking involved, downloading of datablocks and objects, how to implement GUIs, etc. So it's really worth playing around with that at first. Think of a small change you want to make and then figure out how to make it. Repeat. Slowly the fog starts to clear.

One of the hardest things I found at first was understanding whether code or data objects were on the client or server.
#12
08/08/2008 (10:07 am)
Yes, you can get away with using it for years. I used to use myself as I've stated before, and in every other thread where someone suggests using it and I warn them not to. If I hadn't seen it happen myself, and reproduced it on multiple machines, I wouldn't have believed it either.

The fact remains, you do run a chance it adding garbage to the file, it's a slim chance, but it's there nonetheless. I think it's important to prevent headaches before they start.
#13
08/08/2008 (3:01 pm)
Yes, there are known bugs in Notepad. Replace all use of notepad.exe with Notepad++ or similar frequently updated products.

I've tested this one myself:
http://blogs.msdn.com/michkap/archive/2006/06/14/631016.aspx

This is the bug that scared me away forever from launching notepad, even in the most desperate circumstances, when I'm stuck at a Windows-only computer (also known as a 'Wintendo' :).

I think Notepad++ mis-identifies TorqueScript as C#, but you get decent syntax highlighting anyway, and proper UTF-8 support.
#14
08/08/2008 (4:45 pm)
Holy cow! That works!

I figure that as long as I'm using a form of source control, than I'm safe using Notepad for quick edits.