Game Development Community

Official Torque X Documentation Feedback

by Michael Perry · in Torque X 2D · 05/14/2008 (7:38 pm) · 92 replies

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This Thread Is The Official Documentation Feedback Area For ALL Versions of TorqueX

If you want to quick search for all TorqueX Doc Updates, perform a keyword search in your browser for
"Documentation Update:"
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Hey everyone. It's about time we have a central thread for TorqueX (TX) users to post their feedback in regard to documentation.

We have a similar thread going on in the TGEA private forum, and so far the feedback has been overwhelmingly positive, constructive, and very helpful to the doc writers. Due to its success, a thread is being posted in each of the engine's forums to get feedback from the users.

Purpose of the Thread:
- Provide a central thread for Torque X users to post their thoughts, suggestions, and criticisms about documentation. If possible, try and keep the dialog *specific* to Torque X, which would exclude TGE/TGB/TGEA and Torque X Builder.

Targets:
- Official documentation provided by GarageGames, TDN articles, and user submitted docs/tutorials.

Suggestions for Posts:
- What is the #1 thing you would like added to the official docs?
- What area of the docs do you think needs the most work?
- What do you see in other tech docs, be it for other Torque engines or non-Torque tech, that you think would be beneficial to have in the docs?
- What are your feeling on TDN vs how the current official docs are presented?
- Bring attention to resources, tutorials, articles, or community member submissions you think should be merged into the official docs
...etc, etc

So, the overall concept of this thread is pretty simple. This is your chance to talk until your face turns blue about what you want from the docs.

Be as clear, descriptive, and specific as you can!
#61
08/14/2008 (3:54 pm)
I get the same dead end page.
#62
08/15/2008 (8:22 am)
@David, Vishal - Yup, we found the issue. We will try to resolve it in the next update. Thanks!
#63
08/15/2008 (2:01 pm)
Looks like a good start Michael. I have a small suggestion: Adding a few date fields to each document would really help out when trying to decide if the doc you're viewing is relative to the product version you are using.

Ex: Date Created, Last Updated, Applies to version: x,x,x,...
#64
08/15/2008 (2:49 pm)
@Nathan - Yup, someone in another engine feedback thread suggested the same thing. I'm still trying to figure out what might be the best way to place the label without cluttering everything up. It will be relatively easy to do in the official docs (as you might see here and there in TGB), but the other places will require a bit more brainstorming and experimentation.

I definitely think it would help though. After all, we can't expect everyone to drop what they are doing and start over with each engine release, right? (that would make my job easier, btw) =)
#65
09/05/2008 (2:38 pm)
Documentation Update
I've updated the TX Landing Page:

- Links to TDN and GG pages now open in same window/tab
- Links to 3rd party site open in new window/tab
- Fixed grammatical errors

*Note - You may not see the changes immediately. The server cache has to be flushed.
#66
09/11/2008 (12:02 pm)
The 2D Fantasy Pack is now live, so the link from the Landing Page should work.
#67
09/29/2008 (3:54 pm)
Documentation Update

September Documentation Wrap Up Blog

Big thanks to everyone for helping me get through September =)
#68
10/27/2008 (2:56 pm)
Luggage post cover exactly what I think is needed. And a Api that works. The one I found in a post was bugged.
#69
11/25/2008 (3:02 pm)
I'm performing a few final passes on some new TorqueX Docs. I have decided to combine TX2D and TX3D docs into one single framework.

No matter which version of TorqueX you get, everyone will have access to the same documentation online and offline. This includes system guides, tutorials, Editor overviews (GUI, particle, collision, etc), separate API reference docs, etc.

I still need to finish the folder hierarchy to ensure a smooth reading experience, add in a few new tuts, and correct the existing tutorial bugs.

The hard part is done, so I just need to finish cleaning up.
#70
11/25/2008 (5:28 pm)
Thanks for the update Mike!
Cannot wait!
#71
12/05/2008 (10:42 am)
Hi- reposting this here per request:

Is there any documentation on how the coordinate system for LinkPoints works? I've got a mothership object with two bay doors mounted on it, and I'd like them to slide open and closed. I had planned to do this by moving their link points, but thought I'd ask how the coordinate system worked (is it world coordinates, local coordinates, what are the min/max X,Y values) before diving in.

And as an aside, GarageGames has done a great thing by making its game engines available at low or no cost to the indie gaming community. I recently bought John Kanalakis' new book and think it's got some great stuff in it - for instance I didn't realize you could use a 3D sprite in a 2D game in TorqueX.

Which brings me to my next point- I didn't know that because it's not listed in the documentation anywhere I could find. GG does great when it comes to tutorials, etc., but one thing I'd love (and happily shell out $$ for if it makes a difference) is just a plain old MSDN-style function reference for the objects in the Torque framework. I guess TDN is supposed to do that, but it doesn't have a whole lot for TorqueX.
#72
12/06/2008 (1:50 pm)
A few requests:

1. Lots of sample projects available for download
2. Lots of YouTube/Vimeo based tutorials
3. Tutorial on building a 3D game with a terrain
4. Tutorial on building a 3D game without a terrain (space game)
5. Tutorial on features of 3D world builder
6. Tutorial on importing and using 3D assets
#73
12/07/2008 (6:58 am)
I'll second the desire for a "How do I enable Pause?" tutorial.
#74
12/12/2008 (4:40 pm)
In case the first round of updates to not make it in today, here is the first set:

TorqueX 12/12/08 Documentation Updates.

There's about 3 more big updates coming between now and the end of January which will include a full conversion of the 2D tutorials, more 3D Builder content, more API clean up, and a couple of video tutorials (hope hope hope for the vid tuts).

The official online docs and doc landing page will be updated very soon, but that part is currently out of my hands.
#75
12/12/2008 (4:48 pm)
First set made it up to the site as well: Updated Online Docs
#76
12/12/2008 (6:19 pm)
Awesome.. thank you :)
#77
01/29/2009 (12:46 pm)
@ Michael

Edit: Could you post a link to these: http://tdn.garagegames.com/files/NewTorqueXTutorials.zip On the Docs page I noticed the link was going to the wrong place.
#78
04/08/2009 (10:31 pm)
How about an example of how to do a UI? Like the XNA Game state management example.

#79
06/19/2009 (9:39 pm)
I definately second a tutorial or example on UI.
There isn't much out there.
#80
06/30/2009 (6:00 pm)
I'd like to see more information about the T2DForceComponent rollout. What does all of the different settings do for each type of force? Some kind of simple example for each would be great.