Game Development Community

The bare essentials

by Jeremy Tilton · in Torque Game Engine · 02/16/2003 (6:04 pm) · 2 replies

I am one of the few not making a multiplayer game. In order to learn this scripting language, I created a *.cs tree of the fps example (not as tedious as it sounds). But now I am looking at all these cs files and only have a minimal idea of what they each do. What are the bare bones I'm gonna need? At this point, I just need to make the model run around on a level and bump into the level and objects that I place, but I want to make it all on my own.

More specifically:

The FPS example is split up into client/server scripts...How's this engine set up? Do I still need to work with client/server relationships for a single player game?

#1
02/17/2003 (9:56 am)
Torque is a "client/server" architecture even for single player games just like HL and every other single/multi-player game engine.

It would take a Herculean effort to remove any of the networking code since it is very very very tightly coupled with the rest of the code ( everything inherits from NetObject ).

You best bet is to start hacking at modifying the existing scripts there is not step by step instructions on how to start from scratch.
#2
02/17/2003 (10:04 am)
Doh K.