Roaming Gamer - Transitions
by Edward F. Maurina III · 01/26/2009 (10:23 pm) · 13 comments
"The Game Programmer's Guide to Torque" (GPGT)

My first book (original version published in 2006) is still very active. Right up until the recent GG site change, the "GPGT Forum" was busy. Also, I still received individuals' e-mails on a weekly basis. For the most part, I allowed the now substantial user community to answer any questions, and I only answered those e-mails I deemed to be critical.
In retrospect, both of these were bad policies and ones I will amend. I am currently culling my old e-mails to see who didn't get a response. Replies are in the works. The forums will have to wait a bit longer while I determine if they still exist and figure out how to watch for new questions.
For now, I'd like to answer a few common questions:
1. Is GPGT still useful?
Yes. GPGT was written in the TGE 1.42 days and has only been minimally updated since. So, it is missing a few features found in version 1.52, but overall it still talks about everything you need to know to get started developing a game with TGE.
2. What about TGB and TGEA, is GPGT good for users of those engines?
A two-part question deserves a two-part answer.
TGB answer: GPGT is "moderately useful" to TGB users. It talks about some, but not all of the scripting features which are also available in TGB. Of course, GPGT does not talk about any of TGB's tools, new objects, or new functions. That said, the core of what GPGT covers is in fact scripting and console concepts which are still applicable to TGB.
TGEA answer: GPGT is "fairly useful" to TGEA users. It talks about some, but not all of the scripting features which are also available in TGEA. It covers many tools, concepts, and objects that are still common between TGE and TGEA. It doesn't talk about any of TGEA's new tools, nor does it talk about shading and shaders. (See question #3 below regarding GPGT disk and TGEA.)
3. "I'm having trouble using the GPGT disk content under: OSX, Windows, TGEA [choose one.]," can you help me?
Until recently, the answer to that question was often no answer at all. However, the answer will soon be, "please refer to the GPGT support page."
I am currently updating the GPGT disk so that it will be more useful to current Windows and OSX users as well as (hopefully) to TGEA users. I expect to be finished soon, so keep your eyes peeled for another blog announcement on the topic.
"Multiplayer Gaming and Engine Coding for the Torque Game Engine" (MGEC)
As I announced last year (March 2008), this book is done. At this time, should be able to find it either in your local bookstore, or online (try Amazon or Barnes & Noble).
The Wheeled Vehicle Editor (WVE) - Project Shelved
In my second to last blog, I talked about a new tool for TGE(A) called "The Wheeled Vehicle Editor". This tool was a designed to allow users to import their own models (4-8 wheeled), sounds, textures, etc. and to then design all of the requisite datablocks using interactive tools and an easy-to-use interface. The idea was well received, but the work ended up getting bogged down in logistical decisions.
Some time after my original post on WVE, in about June or earlier, the folks over at Plastic Games came out with a resource (later to become a product) called the "Plastic Tweaker". It didn't offer exactly the same kinds of features as WVE, but it was solid and useful. In the end, stuck and tired of working on WVE, the "Plastic Tweaker" gave me reason reason enough to shelve the product. (Note: This is a tool well worth having for any TGE or TGEA game designer.)
Hall Of Worlds, LLC. Closing / The Roaming Gamer, LLC. Opening
I've been running the Hall Of Worlds (HOW) website since 1996 and it (as well as the associated Hall Of Worlds, LLC.) has been primarly dedicated to Torque topics since 2002. Although not always well designed, many folks have found the site useful over the years, and it has served its purpose well.
As the years passed, I frequently found myself wanting to open a new business (and web-site). I wanted something more clearly associated with who I am and what I am trying to do with my life.
At this time, I am ready to announce that the transition is imminent.
Last year I created "The Roaming Gamer, LLC." and purchased a url to use for the company's website. Right now, the site's blog is open, and I expect the remainder of the site will be live in mid- to late-Februrary.
In future blogs, I will elaborate on the motivation for this change and what it means for me.
More...?
Am I working on other things that might interest you? Yes, I am. However, a life in transition is a life requiring the application of time management, so I think it is time I get back to work.
Meanwhile, I wish to the best to everyone here. I follow many of your projects and am repeatedly impressed by the members of this community. Keep up to great work.

My first book (original version published in 2006) is still very active. Right up until the recent GG site change, the "GPGT Forum" was busy. Also, I still received individuals' e-mails on a weekly basis. For the most part, I allowed the now substantial user community to answer any questions, and I only answered those e-mails I deemed to be critical.
In retrospect, both of these were bad policies and ones I will amend. I am currently culling my old e-mails to see who didn't get a response. Replies are in the works. The forums will have to wait a bit longer while I determine if they still exist and figure out how to watch for new questions.
For now, I'd like to answer a few common questions:
1. Is GPGT still useful?
Yes. GPGT was written in the TGE 1.42 days and has only been minimally updated since. So, it is missing a few features found in version 1.52, but overall it still talks about everything you need to know to get started developing a game with TGE.
2. What about TGB and TGEA, is GPGT good for users of those engines?
A two-part question deserves a two-part answer.
TGB answer: GPGT is "moderately useful" to TGB users. It talks about some, but not all of the scripting features which are also available in TGB. Of course, GPGT does not talk about any of TGB's tools, new objects, or new functions. That said, the core of what GPGT covers is in fact scripting and console concepts which are still applicable to TGB.
TGEA answer: GPGT is "fairly useful" to TGEA users. It talks about some, but not all of the scripting features which are also available in TGEA. It covers many tools, concepts, and objects that are still common between TGE and TGEA. It doesn't talk about any of TGEA's new tools, nor does it talk about shading and shaders. (See question #3 below regarding GPGT disk and TGEA.)
3. "I'm having trouble using the GPGT disk content under: OSX, Windows, TGEA [choose one.]," can you help me?
Until recently, the answer to that question was often no answer at all. However, the answer will soon be, "please refer to the GPGT support page."
I am currently updating the GPGT disk so that it will be more useful to current Windows and OSX users as well as (hopefully) to TGEA users. I expect to be finished soon, so keep your eyes peeled for another blog announcement on the topic.
"Multiplayer Gaming and Engine Coding for the Torque Game Engine" (MGEC)As I announced last year (March 2008), this book is done. At this time, should be able to find it either in your local bookstore, or online (try Amazon or Barnes & Noble).
The Wheeled Vehicle Editor (WVE) - Project ShelvedIn my second to last blog, I talked about a new tool for TGE(A) called "The Wheeled Vehicle Editor". This tool was a designed to allow users to import their own models (4-8 wheeled), sounds, textures, etc. and to then design all of the requisite datablocks using interactive tools and an easy-to-use interface. The idea was well received, but the work ended up getting bogged down in logistical decisions.
Some time after my original post on WVE, in about June or earlier, the folks over at Plastic Games came out with a resource (later to become a product) called the "Plastic Tweaker". It didn't offer exactly the same kinds of features as WVE, but it was solid and useful. In the end, stuck and tired of working on WVE, the "Plastic Tweaker" gave me reason reason enough to shelve the product. (Note: This is a tool well worth having for any TGE or TGEA game designer.)Hall Of Worlds, LLC. Closing / The Roaming Gamer, LLC. Opening
I've been running the Hall Of Worlds (HOW) website since 1996 and it (as well as the associated Hall Of Worlds, LLC.) has been primarly dedicated to Torque topics since 2002. Although not always well designed, many folks have found the site useful over the years, and it has served its purpose well.
As the years passed, I frequently found myself wanting to open a new business (and web-site). I wanted something more clearly associated with who I am and what I am trying to do with my life.
At this time, I am ready to announce that the transition is imminent.
Last year I created "The Roaming Gamer, LLC." and purchased a url to use for the company's website. Right now, the site's blog is open, and I expect the remainder of the site will be live in mid- to late-Februrary.
In future blogs, I will elaborate on the motivation for this change and what it means for me.
More...?
Am I working on other things that might interest you? Yes, I am. However, a life in transition is a life requiring the application of time management, so I think it is time I get back to work.
Meanwhile, I wish to the best to everyone here. I follow many of your projects and am repeatedly impressed by the members of this community. Keep up to great work.
About the author
#2
01/27/2009 (1:34 am)
Books definately back up Torque, even with documentation. Personally I'd like to see more books, even dedicated books aimed at certain areas of game development within Torque from specialists in their field, the art pipeline, programming, constructor, etc it's good having a mixed subject book, but there are only so many pages in a book :) Perhaps you could work with some people to get a whole series of books going? It would definately increase the popularity of the engine. TGEA and T3D books are a must, even for reference, but some solid examples of code, and advanced coding techniques on the graphics layer of the engine would be great. Even downloadable e-books with registration keys (save some trees!) :) I found all books to be useful, albeit the earlier ones are not so up to date now, but the most recent books are a must have..
#3
01/27/2009 (1:44 am)
yes i agree as well that they should have books dedicated to tgea and t3d maybe wait on t3d but tgea as its a finished product it should have some books now to help with problems. i looked all over there's no books dedicated to tgea and tgea has been out for a long time i am quite shocked. they are fixing documentation though so that should help allot i hope. t3d should always be up to date documentation its one of the things we are going to be paying for is to have good documentation at lest i hope.
#4
I do think that books may still have a place, but they certainly won't have any use for teaching you basic engine/scripting functionality. Maybe they would be for "away from computer" reading material.
01/27/2009 (5:57 am)
To be honest, if the documentation still isn't good enough to almost completely obsolete Torque books, then it won't be worth the $1000. I don't expect that, however. I actually believe that they're gonna knock this out of the park, in that regard.I do think that books may still have a place, but they certainly won't have any use for teaching you basic engine/scripting functionality. Maybe they would be for "away from computer" reading material.
#6
01/27/2009 (11:44 am)
Look forward to more books on the horizon Edward. They have certainly helped me, in all honesty I prefer books over reading on the Internet, probably because I stare at two screens for too long!
#7
Yeah, what are you thinking? The low-end, feature-less version will be $1000. If you want any of the new stuff, you'll have to shell out $15-20K. ;)
01/27/2009 (12:16 pm)
Quote:
@Chris
No one has said it would be $1000 anyway :)
Yeah, what are you thinking? The low-end, feature-less version will be $1000. If you want any of the new stuff, you'll have to shell out $15-20K. ;)
#8
@Everyone - Please please please, leave Torque 3D pricing out of this blog. Has nothing to do with the content of Ed's post and derails it unfairly.
As far as the book talk is concerned, I definitely like the idea of more engine-specific books being released. John K's Complete Guide to Torque X is amazing.
01/27/2009 (1:46 pm)
@Edward - Thanks for the blog! It's great to hear about the new site and updated support for the GPGT disc content. I look forward to more updates from you =)@Everyone - Please please please, leave Torque 3D pricing out of this blog. Has nothing to do with the content of Ed's post and derails it unfairly.
As far as the book talk is concerned, I definitely like the idea of more engine-specific books being released. John K's Complete Guide to Torque X is amazing.
#9
01/27/2009 (1:47 pm)
I was looking forward to the WVE. Oh well. But, as you said, the Plastic Tweaker is worth it. Great job on your first two books, they helped me help out a lot. Any chance of a TGB book?
#10
01/27/2009 (4:07 pm)
I'm excited to see where you surface next, Ed. I know it's gonna rock. :)
#11
01/27/2009 (7:33 pm)
The WVE looks interesting. Is this actually just on hold or have you considered releasing what you do have?
#12
1. Thanks for the feedback and complements.
2. I've considered writing a GPGT-esque TGB guide, but I'm not sure how strong the demand would be. Also, I always hesitate to talk about this idea in light of the excellent work that has been done and is under way here on docs. However, given strong enough demand I think a GPGT-like document and the site docs would compliment each other well.
3. Regarding WVE - I've considered releasing what I have, but honestly, it's pretty complicated and I'm not sure many folks would be comfortable digging into it. If there is a real demand for such a tool still I could definitely re prioritize. :)
Cheers,
ed
PS - Hot! I just noticed that the GPGT forums showed up in my watched list.
01/27/2009 (10:00 pm)
@All 1. Thanks for the feedback and complements.
2. I've considered writing a GPGT-esque TGB guide, but I'm not sure how strong the demand would be. Also, I always hesitate to talk about this idea in light of the excellent work that has been done and is under way here on docs. However, given strong enough demand I think a GPGT-like document and the site docs would compliment each other well.
3. Regarding WVE - I've considered releasing what I have, but honestly, it's pretty complicated and I'm not sure many folks would be comfortable digging into it. If there is a real demand for such a tool still I could definitely re prioritize. :)
Cheers,
ed
PS - Hot! I just noticed that the GPGT forums showed up in my watched list.
#13
01/28/2009 (1:08 am)
Very cool update, Ed, good to see you're still around and active. Too bad we can't catch up at an IGC anymore.
Torque 3D Owner 'Sidikian'