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!
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#81
07/07/2009 (12:38 pm)
Don't hold your breath, dude.
#82
08/07/2009 (5:11 pm)
I think it would be great to see an example game that would pass the XNA peer review. That is all the stuff that games usually fail for. How to deal with any controller. How to save game data, basically a framework.

I would also like to have some decent documentation on all the various structures, methods etc. Documented like MSDN or Flash. Literally some of the current documentation is just a giant block of propeties. Not even any paragraphs or separation between them. How am I supposed to find anything in this dense block of data?

As an example:

Properties
CollidesWithDetermines which object types (see T2DSceneObject.ObjectType property) to collide with. TorqueObjectTypes can be combined to form a collection of object types with which to collide. CollisionLayerMaskMask which determines which layers will be collided with. The layer of an object is determined by the T2DSceneObject.Layer property. Because this is a mask, each bit refers to a single layer, with bit N corresponding to layer N. A mask of 7, for example, indicates that the object will collide with objects on layers 1, 2, and 3. CollisionMaterialCollision material to be used in collisions of this object with other objects. EarlyOutObjectTypeDetermine which object types to test for early out on collision checking. ImagesRead only array of collision images. OnCollisionThis delegate is called whenever a collision occurs, possibly multiple times per tick. OnCollision should not be used for physical response. OnCollision should be used for game logic. Physical response is handled by a T2DResolveCollisionDelegate (on T2DPhysicsComponent). RenderCollisionBoundsIf true then collision bounds are drawn by the collision images. This is strictly a debug feature. ResolveCollisionDelegate used to determine how to respond to collisions. There are a number of stock options available: BounceCollision, ClampCollision, RigidCollision, StickyCollision, and KillCollision. Custom resolve delegates can also be used. SceneObjectThe owning T2DSceneObject. SceneObject is used to determine the extent of the collision region using the T2DSceneObject.Size property. SolveOverlapIf false then this object will never solve overlaps. Overlap between two objects can occur for a variety of reasons. Most common is that slight error was introduced during the collision checking. Solving the overlap removes accumulated error. But in some cases you don't want the small displacements which can occur because of this. E.g., projectiles which will be immediately destroyed do not need to solve the overlap and setting this property to false can get rid of the slight push that projectiles otherwise might have. TestEarlyOutTest whether or not a given object should be collided against. Use this for objects which sometimes collide and sometimes don't. If true is returned, then collision processing does not continue against the object. This can be used to make certain objects have collisions only under certain conditions, e.g., when going one way through a platform but not another. Note that this only affects collision checking when this object moves into another. Objects moving into this object do not use our TestEarlyOut delegate.
#83
08/31/2009 (9:28 pm)
The diagram image is missing from "Object Hierarchy Diagram" page, located at: http://docs.garagegames.com/torquex/official/content/documentation/TorqueX%20Core/Concepts/Object%20Hierarchy.html#HeaderLink0

EDIT: Also -- Under "TorqueX 2D"->"Concepts"->"Coordinate System" there is a section called "Rotation". An exact copy of that section is also under "TorqueX 2D"->"Concepts"->"Scenes and the 2D Camera", which seems out of place and accidental.

EDIT: images/guy.png is missing from online and packaged documentation, used for the Hello World tutorial.
#84
10/29/2009 (8:13 pm)
Quote:
Quoting Gary Johnson:

The diagram image is missing from "Object Hierarchy Diagram" page, located at: http://docs.garagegames.com/torquex/official/content/documentation/TorqueX%20Core/Concepts/Object%20Hierarchy.html#HeaderLink0

EDIT: images/guy.png is missing from online and packaged documentation, used for the Hello World tutorial.
These still aren't fixed (as of a few nights ago)
#85
12/15/2009 (7:12 am)
Here is what I would like to see.

How to make platform collisions. By this, I mean collisions you can jump up through, but you cannot fall down through. I can't find anywhere in the documentation online or in game on how to do this.

How to copy paste and image that keeps its unique collision path. When I copy paste sprites, the collision paths are reset to squares.

That would be awesome.

I read in one of the TGB articles how to do paths, and to get sprits to follow a path, but I can't seem to find anything like that for TXB.

As a level designer (not programmer) there is so much I need to know how to do that I can't find in the documents. Do I need to buy the very expensive Complete Guide to Torque X?
#86
02/06/2010 (4:52 am)
I'm going through the Hello World tutorial in the Torque X 2D Offical Documentation. I've got to section 4 - "Friend of the planet" but I cannot see, open or save the guy.png image. All I see is a grey box with a little red cross in the top left corner.

I have Flash and the Java Runtime installed into my browser (IE8) and I don't see a message saying an image is blocked. I've tried right-clicking the image and selecting "Show Picture" but nothing happens. The "Save Target As" and "Save Picture As" options are greyed-out.

I've tried with a different browser (Opera 10.10) but still have the same issue.

I was able to see and save the world.png image earlier in the tutorial with no problem at all.

Oh well, going to move onto the Rainy Day tutorial now. Looks like I can see all the images in this one OK...
#87
05/10/2010 (7:20 am)
Just found a dead link here. The link to Torque X Getting Started forums doesn't work.
#88
05/30/2010 (3:35 pm)
Hi there,

One thing I would like to see is the Torque X tutorial on asteroids to be as good as the one in TGB.

http://tdn.garagegames.com/wiki/TGB/Tutorials/Asteroids

That would be so awesome. Thanks :)
#89
06/22/2010 (10:20 pm)
Perhaps we should start a community effort to document as much of the engine as possible? I'd be glad to help out with that, it'd help me learn more about the engine as well.

I've been dragging my feet on getting a license for sometime, finally picked it up tonight!
#90
09/14/2010 (4:37 pm)
Just out of interest, is this forum dead now? With torque X finishing at 3.1.5?

As Alex suggested way back in June. It will fall to the community to document the engine.
#91
10/01/2010 (8:01 pm)
@ Tim

Yes it is pretty much dead..
#92
10/01/2010 (8:11 pm)
Cheers John, thought as much ;-)
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