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Hey im Kris.

by Kris Kahle · in General Discussion · 04/12/2009 (1:18 pm) · 3 replies

Whats going on here? thought id introduce myself. Im Kris, kinda new to game development. What got me interested is something i saw on tv about making video games. Ive played games/sims sence the orginal Nintendo.Im 25 now. And love Racing sims, (LFS, RBR, GPL, Iracing, RFactor, N2k3, GTR2 ect......)

I bought a book from thompson course "3d Game Programming All in One". It uses the TGE and GarageGames as a big refrence. So here i am. I havent made anything yet, Im currently over at buzz3d looking at C++ and 3d max video tutorials (figure id get some knowlage 1st).

I saw something here called TGEA? whats the difference between that and the book i have that uses Torque script? I eventually want to make a Racing sim around Monza in 1961 with a Ferrari 156 Sharknose. Or maybe start with a simulation of a running engine that you can interact with and take apart. (just my idea's)

So thats it for now. I figured id introude myself and ask for a little direction. :) thanks for now

Kris

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#1
04/12/2009 (3:52 pm)
Welcome to the Garage Kris.

That book is a great resource, but a tad outdated. It uses an older version of tge. (1.3 I believe) The other books written are for tge as well (found in the GG store) and use 1.4 and I think there is an updated version of the books for 1.5.
Tgea is an advanced version of tge. It has a lot more advanced features such as shaders, larger terrains, etc... TGE has a working racing game example that comes with the engine, so you'll be money ahead with it for a start. Plus, there are upgrade possibilities making the leap to the more advanced engines easier on the pocketbook.
TorqueScript is universal thruout all of the torque engines. There are some minor differences between the tge and tgea versions, but nothing too complicated to get a grasp on. Tge is by far the easiest engine to learn. TDN here is your friend. There are code examples and tutorials, plus the engine documentation.
The main thing to remember, don't let yourself get overwhelmed by the size and complexity of the engine. It takes time to learn. Take small steps and soon you'll have that racing game made.
If you need help, there are a lot of people here ready and able to help you, just make sure your questions are like your introduction. :-)
#2
04/12/2009 (6:34 pm)
Hey mike, thanks for the reply. So this book, is it good to go by even though its outdated, or should I find and read all the tutorials i can with TGEA.?

thats it for now:) thx

Kris
#3
04/12/2009 (7:04 pm)
As Mike pointed out, the books out there now are quite outdated. If you have never made a 3D game before, it is still a good read to get you familiar with industry terminology and paradigms.

The scripts in it will not work correctly 100% unmodified if placed into TGE today, but that does not mean the meat and potatoes are missing... they just have a different flavour.

Once you get better at understanding what you're looking at, you can probably figure out what needs to be changed to update the scripts. Most of the difference between the TGE used in the book and the current TGE/TGEA is engine code, but there are minor script changes I believe.

*Dusts off a copy of the 2nd Edition and glances over it (I think it's up to 3rd Edition now?)*
The chapters not TGE specific should still be relevant (texture creation, 3d modeling, etc.) If you're going to be using 3DS Max, it's different from Milkshape but the concepts are the same.

Unfortunately, even the tutorials on TDN for TGEA are outdated a little (most of it still works), but the more you read, the more you'll get a handle on what's going on.

If you have any more questions, don't hesitate to ask. Welcome to the Garage. It's a pretty big and complex place, but with lots of helpful people. When you're ready, grab a... err... torque wrench.