Absolute Noob
by RealmX · in Torque Game Engine · 03/04/2009 (10:00 am) · 7 replies
Hello everyone,
I'm new to this forum and am thinking of purchasing TGE...however, I have a few questions:
What is T3D?
Is Torsion something like VisualStudio but for Torque?
Do demos come with Torque (with well commented code)?
Is there other documentation readily available to answer questions pertaining to TorqueScript objects, properties, etc
Are engine modifications inevidable (in other words, is a MUST to know C++)
Any responses would be greatly appreciated
I'm new to this forum and am thinking of purchasing TGE...however, I have a few questions:
What is T3D?
Is Torsion something like VisualStudio but for Torque?
Do demos come with Torque (with well commented code)?
Is there other documentation readily available to answer questions pertaining to TorqueScript objects, properties, etc
Are engine modifications inevidable (in other words, is a MUST to know C++)
Any responses would be greatly appreciated
#2
2: Torsion is a good but Torque Script specific text editor. Many people use it. I don't, but that doesn't mean I wouldn't recommend trying it out.
3: The SDK comes with a demo feature walkthrough, a basic no frills template for tutorial type purposes a couple of genre specific starter kits (FPS & racing). All of these examples use the same engine executable and the mechanics of each are handled in script. Does it have "well commented code"? Hmm, that's subjective to each person... depends on how well you can relate the comments to the code. Personally I would rather just read code.
4: Check out the Support -> Documentation link up above. That will give you a documentation "landing page" from which you'll select a specific engine. Documentation is still a work in progress and you'll have to do a bit of digging to get to the real meat of it -- there's both an engine and script reference section. Searching on the forums and asking question will usually give answers.
5: An almost feature complete game can be completed using nothing but the stock executable and script. At some point you may find yourself wanting to add or modify the source, and when you do look around for a resource that matches what you're wanting to do. Chances are someone has already explained how to make those changes.
Also, just about any question you can think of can be answered by someone here, and most people are generally helpful.
03/04/2009 (10:32 am)
1: Torque 3D is the forthcoming advancement of Torque.2: Torsion is a good but Torque Script specific text editor. Many people use it. I don't, but that doesn't mean I wouldn't recommend trying it out.
3: The SDK comes with a demo feature walkthrough, a basic no frills template for tutorial type purposes a couple of genre specific starter kits (FPS & racing). All of these examples use the same engine executable and the mechanics of each are handled in script. Does it have "well commented code"? Hmm, that's subjective to each person... depends on how well you can relate the comments to the code. Personally I would rather just read code.
4: Check out the Support -> Documentation link up above. That will give you a documentation "landing page" from which you'll select a specific engine. Documentation is still a work in progress and you'll have to do a bit of digging to get to the real meat of it -- there's both an engine and script reference section. Searching on the forums and asking question will usually give answers.
5: An almost feature complete game can be completed using nothing but the stock executable and script. At some point you may find yourself wanting to add or modify the source, and when you do look around for a resource that matches what you're wanting to do. Chances are someone has already explained how to make those changes.
Also, just about any question you can think of can be answered by someone here, and most people are generally helpful.
#3
2) Something like that. It gives you a development environment for scripts, instead of using notepad and the console for debugging. I use it, and I can't say it's bad. Also, scripts in Torque compile at runtime, and usually only take a few seconds, so it's not exactly the same as compiling code.
3) You can check out the demos by downloading the TGE/TGEA engines and looking at them- those are the demos that come with the source when you buy it. Some code is better documented than others, and while GG is making good progress with documentation, there's still work to be done, and you'll find yourself browsing big patches of code to find out how some stuff works.
4) The forums are the best place, and with the improved search, you should be able to find a lot of answers pretty quick. For those you don't find, you can start a thread (like you did here), and people in the community and really good about trying to help out. There's also a book or two out (based on the older TGE, but I still use it for quick reference for my scripting in TGEA), and the TGEA docs explain a good portion of the scripting.
5) Depends on what you want to do. For me, I've made a handful of source code changes, but 90%+ of my work is done in script (the caveat is that the scripts will eventually be ported to code for better speed, but for rapid development or non-intensive tasks, scripting is fine).
Now, also realize that if you want to make a game that requires no touching of the source code, you can just download the demo instead of buying the source, and the EULA allows for that kind of development, as far as I remember (you can read the EULA to be sure). People have done it before. The majority of games wind up needing some code changes, but it's not impossible to make a game without them. It really just depends on what your game features call for.
Hope that helps.
03/04/2009 (10:32 am)
1) T3D is a new engine coming out (well, based on TGEA code). Check Brett Seyler's blogs for more info.2) Something like that. It gives you a development environment for scripts, instead of using notepad and the console for debugging. I use it, and I can't say it's bad. Also, scripts in Torque compile at runtime, and usually only take a few seconds, so it's not exactly the same as compiling code.
3) You can check out the demos by downloading the TGE/TGEA engines and looking at them- those are the demos that come with the source when you buy it. Some code is better documented than others, and while GG is making good progress with documentation, there's still work to be done, and you'll find yourself browsing big patches of code to find out how some stuff works.
4) The forums are the best place, and with the improved search, you should be able to find a lot of answers pretty quick. For those you don't find, you can start a thread (like you did here), and people in the community and really good about trying to help out. There's also a book or two out (based on the older TGE, but I still use it for quick reference for my scripting in TGEA), and the TGEA docs explain a good portion of the scripting.
5) Depends on what you want to do. For me, I've made a handful of source code changes, but 90%+ of my work is done in script (the caveat is that the scripts will eventually be ported to code for better speed, but for rapid development or non-intensive tasks, scripting is fine).
Now, also realize that if you want to make a game that requires no touching of the source code, you can just download the demo instead of buying the source, and the EULA allows for that kind of development, as far as I remember (you can read the EULA to be sure). People have done it before. The majority of games wind up needing some code changes, but it's not impossible to make a game without them. It really just depends on what your game features call for.
Hope that helps.
#4
03/04/2009 (10:33 am)
I am seeing things such as "player.applyImpulse" or "setAimObject()". I have some C# experience and I am extremely skilled with JScript so I know what these things could possibly refer to. However, as with C# or VB.NET, it is sometimes necessary to visit MSDN.com for an explanation of methods or functions that may be included in a class. Is TDN similar to MSDN in it's content or will I have to search the forums for this type of info? I'm pretty sure that ,with these sort of things explained to me, I'll be able to figure the rest out.
#5
03/04/2009 (10:45 am)
Also (hate to be a pest but...) besides graphics, what are the advantages (functionality) of TGEA over TGE? If it's simply a matter of eye-candy VS no eye-candy, I'll pass on TGEA for now. If TGEA will add something to my game (meaning, "with TGEA I can code my game to do something that would've been impossible with TGE") then I'm sold. I've heard that it's harder to learn TGEA than TGE, is this true? (I mean, TorqueScript is TorqueScript...right?)
#6
03/04/2009 (7:12 pm)
I'm using TGE 1.4.2 for my project. So far, so well. TGEA has a little bit of better rendering. However, it entirely depends on your game. Say your making a cartoon game. Then TGEA can be a waste of money. Why? Because TGE has a waterblock that looks somewhat cartoonish straight out of the box. It really depends on what game(s) you plan on one day making. It just so happens I have a cool cartoon game idea. I'm going to use TGE, and see how it comes out. TGEA would be a nice upgrade, however, if I did make money off my project, I would more likely buy T3D. I'm not too entirely sure I would make that much money, though.
#7
TGEa has a more advanced rendering process which allows the "eyecandy", but is still more than that. It has many of the same features and procedures (and some new ones) as TGE but is far more optimized to run faster, though it may not be as backwards compatible as TGE is.
Concise answers about setAimObject and applyImpulse can be found in the engine and script reference sections of the documentation, or better yet look for examples in the code. Basically you decide on an object to "aim" at and indicate that to the object that's doing the aiming. Applying impulse needs a start position, a vector (which is usually calculated from mass and velocity/direction), and an object to apply the impulse to.
03/04/2009 (9:33 pm)
Quote:I've heard that it's harder to learn TGEA than TGE, is this true?In my opinion, no.
TGEa has a more advanced rendering process which allows the "eyecandy", but is still more than that. It has many of the same features and procedures (and some new ones) as TGE but is far more optimized to run faster, though it may not be as backwards compatible as TGE is.
Concise answers about setAimObject and applyImpulse can be found in the engine and script reference sections of the documentation, or better yet look for examples in the code. Basically you decide on an object to "aim" at and indicate that to the object that's doing the aiming. Applying impulse needs a start position, a vector (which is usually calculated from mass and velocity/direction), and an object to apply the impulse to.
#8
/end hijack
03/04/2009 (10:21 pm)
I just wanted to say, seeing three really great initial responses to a new GG.com user on our forums is really awesome. Thanks, guys, for catching and answering Libra's questions so quickly./end hijack
Associate Scott Burns
GG Alumni
2) Correct, Torsion is an IDE for editing TorqueScript files.
3) The demo includes the TourqueScript files. Some stuff in them is commented, some isn't, but what is commented is fairly well commented. The demos do not include source code.
4) The docs can be accessed from the Documentation tab on the site, there is also information that can be found on TDN, and by searching the forums.
5) Depends entirely upon your game. If you're just doing a basic deathmatch FPS game, probably won't be needed, but its likely you'll come up with a gameplay idea at some point in time where you'll need to get your hands dirty with the source code.