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Source code questions

by Bruno Ayllon · in Torque 3D Beginner · 10/24/2013 (10:55 pm) · 3 replies

Hello everybody,

I currently doing a research project on procedurally generated terrain and am required to create assets in the source code. This is my first time using Torque 3D and, even after downloading the sample Project (the "Empty" project), there are a few details that remain unclear:

1- Where are all the assets being loaded ? (default components, shaders and guis)
2- Where are the shaders being used ? How can I create my own and designate who should be affected by them ?
3- Where are the vertices of the sample shapes being declared ? How can I create my own ? Where do I register it ?

Sorry for the noobish questions, but the first architecture I learned was component based. Going from that to inheritance base is a very confusing experience.

Thanks everyone and have a nice day.

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#1
10/25/2013 (6:18 pm)
Maybe this should be in the advanced forum ?
#2
10/26/2013 (7:00 pm)
1) Assets are in /art folder
2) Shaders are all in /shaders folder. Checkout the Resources section on this site
3) Not sure about this. You can try to look for more info and visit the documentation site TDN. http://tdn.garagegames.com/wiki/TDN_Home
#3
10/27/2013 (9:00 pm)
Hey Ron,

thanks for the reply. But what I meant to ask was where in the source code are the shaders, assets and sample shapes being loaded/ declared ?

The project I am currently working on demands that all my coding be done in the source code. So instead of using the interface that is already built into Torque, I must create something from scratch and add it to what is already in place.

Basically, I am trying to understand the step by step to create my own procedurally generated terrain. How to create the leaves, how to alter the terrain, how to make the gui for it, etc.

TDN doesn't appear to have much info available. Is there anywhere else I should search ?