Torque 3D Development - Documentation
by Michael Perry · 07/08/2009 (12:11 pm) · 33 comments

Greetings GG'ers! The Torque 3D team is working hard on Beta 4. With Brett unable to post this week's development blog, I was asked to write a substitute entry. For this round, we are going to pull back the curtain on Torque 3D's documentation.
Normally, whenever Brett writes a blog about new features, he usually includes a short bio of the developer involved. Let's go ahead and get the awkward moment out of the way...

Mich's Bio
"I was born and raised in South Carolina; the majority of that time spent in Greenville. After high school, I moved around on the east coast from Boston, MA to Naples, FL. I finally landed in Orlando, where I obtained my BS in game design and development at Full Sail University. It was there that I met my wife and discovered GarageGames.
A fortuitous trip to GDC '08 resulted in an impromptu meeting with Matthew Fairfax, which led to a discussion of Torque documentation. After a few months of contract work, the offer to become official Documentation Engineer was offered and accepted without hesitation.
In addition to writing Torque 3D documentation, I'm a part of the iTorque development team."
When you get down to it, game development is all about the tech. More polys, more shaders, new code, better tools, shiny features, and so on. Anyone with a pulse that has been following Brett's previous Torque 3D blogs has to admit that Torque 3D is the highest quality engine GarageGames has ever produced.
That same level of expectation is being applied to Torque 3D's documentation. The easiest route would have been to take the best docs from TGE and TGEA, sprinkle some new content on top, and call it done. Sure, this might be better than nothing. I would definitely be coasting right now if that were the case. However, in the forums and here in the office, everyone came to the same conclusion: "That's not good enough!"
I agree 100%. The goal for Torque 3D's documentation has evolved over time. Initially, we simply wanted Torque 3D to ship with complete documentation with a consistent format that covers all the new features. As the weeks rolled by, the goal eventually became something much bolder: Provide the highest quality documentation with the most amount of content, superior to any of our previous tech. By the time the final page is written, it should surpass what is available for ANY engine you can find.
Is this a feasible goal? You tell me. Let's take a look at how Torque 3D's documentation, in beta, stacks up to our previous flagship engines.
TGE 1.5.2

*Link - TGE Official Documentation
*Number of pages (excluding doxygen dump) - 73 unique html pages
*Number of images used in docs - 177 at 10.2 MB
TGEA1.8.1

*Link - TGEA Official Documentation
*Number of pages (excluding doxygen dump) - 121 unique html pages
*Number of images used in docs - 200 at 18.MB
Torque 3D Beta

*Link - Torque 3D Official Documentation
*Number of pages (excluding doxygen dump) - 130 unique html pages, if incomplete guides are included.
*Number of images used in docs - Currently 85 images with resizing and tooltips
Since Torque 3D is in beta, I can only estimate what the final numbers might be. My conservative estimate, based on my road map and placeholders, is as follows:
*Number of unique html pages - Approximately 200
*Total page count if you were to print - Between 300-500 pages, with images
If overall page counting does not impress you, let's get real specific. Both TGEA and Torque 3D have a real time Terrain Editor. Both ship with corresponding docs.
Terrain Editor Documentation

TGEA: 18 pages with large images
Torque 3D: 23 pages with small images that resize
OK. So we improved old docs by rewriting them and tackling every tiny detail. What about the gaps in previous documentation? Perform a search on this site and the official docs, TGE or TGEA, for any articles pertaining to the Sun object. I'll wait here...
Find anything good?
Torque 3D's Sun Documentation

Breakdown: 12 pages with small screenshots that resize, covers all properties, demonstrates common uses, and explains the real world application of azimuth and elevation.
I'm sure you are probably wondering about the new Torque 3D features and objects. Newcomers and veteran Torque users are in the same boat when it comes to using our new Scatter Sky. We have a guide for that:
Scatter Sky Guide

Breakdown: 17 page guide explaining usage, properties, and the complexity of Rayleigh and Mie scattering, simplified just for you.
Until the release, and shortly after, the documentation is going to lag behind the tech. There have been times where I completed a doc in the morning, which became outdated by the end of the day. That's how fast Torque 3D development is moving. The plan is to continue writing Torque 3D documentation for about three months after the official engine release.
On release day, I'm expecting to have the following completed:
* Full World Editor documentation, covering interface, all tools and objects
* Full GUI Editor documentation, covering interface and most used elements
* Walkthrough for core engine modules: GFX, SFX, ConObject->PlayerObject, and PhysX
* TorqueScript walkthrough, with overview, syntax, ConsoleFunction list, and samples
* COLLADA exporting guides for the major modeling applications
* DTS exporting guides for the major modeling applications
* PhysX asset creation guides
As I said before, the documentation chases the tech. If you come across a doc with outdated screenshots or descriptions, we have you covered. Head over to our Official Documentation Feedback Thread. Documentation updates and fixes will begin rolling in rapidly after the initial engine release.
More development blogs to come. This is post #26.
Torque 3D development blogs:
- Post #1 - Kickoff
- Post #2 - Apparatus and Warrior Camp
- Post #3 - Luma's racing kit
- Post #4 - Josh Engebretson and Web Publishing
- Post #5 - Pricing and Licensing
- Post #6 - Pricing and Licensing CONTINUED
- Post #7 - Wetness & Precipitation
- Post #8 - Screeen Space Ambient Occlusion (SSAO)
- Post #9 - Matt Langley and the Torque Launcher
- Post #10 - Chris Robertson and Collada
- Post #11 - Depth of Field
- Post #12 - Advanced Lighting
- Post #13 - Soft Particles
- Post #14 - World Editor
- Post #15 - Pricing and Licensing ANNOUNCED!
- Post #16 - GDC Live Edition
- Post #17 - River & Road Editors
- Post #18 - Beta is UP!
- Post #19 - Light Rays, Undercity, and the Material Editor
- Post #20 - Mass Market Hardware
- Post #21 - Beta: Part Deux
- Post #22 - Marching Towards Beta 3
- Post #23 - pureLIGHT
- Post #24 - Lighting, Terrain, and Cloth
- Post #25 - Beta 3!
- Post #26 - Documentation
- Post #27 - Coming Soon!
About the author
Programmer.
#2
Question: where i can download an offline version?
07/08/2009 (12:33 pm)
nice, thanks a lot..., ill buy TGEA soon...Question: where i can download an offline version?
#5
07/08/2009 (1:04 pm)
Rock on Michael!
#6
07/08/2009 (1:36 pm)
Awssome so when is release day and will wetness make it?
#7
07/08/2009 (1:40 pm)
@Kevin - That's for another blog =)
#8
07/08/2009 (1:58 pm)
Go Mich! Cheers for steping into brighter days for the documentation.
#9
07/08/2009 (2:11 pm)
Very nice! So professional....So glad that I chose Torque engine for gaming..
#10
..You're a resource of your own kind Mr. Perry!
07/08/2009 (2:37 pm)
Someone should 'post a resource' with just a pic of Mich's face. ..You're a resource of your own kind Mr. Perry!
#11
07/08/2009 (2:40 pm)
Awsome work on the docs. I read through of of them the other day and I can see you already added things. Will there be some Maya love in the Physx department any time soon? I see the 3DS Max tutorial and explanations. Will there be something similiar for Maya? Keep up the great work, I've already learned a lot.
#12
@Spencer - Excellent question. The Maya PhysX guides will be added eventually. Right now, the PhysX plug-in for Maya is outdated and does not support key properties required by the engine to function properly. This is due to Nvidia not upgrading the plug-in for quite some time. Now, the source for the plug-in is available on Source Forge.
It would be relatively simple to upgrade the plug-in to work with Torque 3D, but this is not a responsibility we can take on our side. If someone will create a thread in the Torque 3D forum discussing this issue, I can help get a dialog going. Once the plug-in is working, I can write the guides myself (being an amateur Maya user).
The 3DS Max guides were written by the very talented James Ford of Sickhead Games, who actually modified the 3DS Max PhysX plugin to work with the newer versions.
07/08/2009 (2:53 pm)
@All - As usual, big thanks for the support. A lot of the improvements are due to your support and feedback here in the community.@Spencer - Excellent question. The Maya PhysX guides will be added eventually. Right now, the PhysX plug-in for Maya is outdated and does not support key properties required by the engine to function properly. This is due to Nvidia not upgrading the plug-in for quite some time. Now, the source for the plug-in is available on Source Forge.
It would be relatively simple to upgrade the plug-in to work with Torque 3D, but this is not a responsibility we can take on our side. If someone will create a thread in the Torque 3D forum discussing this issue, I can help get a dialog going. Once the plug-in is working, I can write the guides myself (being an amateur Maya user).
The 3DS Max guides were written by the very talented James Ford of Sickhead Games, who actually modified the 3DS Max PhysX plugin to work with the newer versions.
#13
07/08/2009 (3:31 pm)
I hope T3d beta4 download.....and ....can run dsq....don't give up Dif file.....and ....don't forget me...hehe....
#14
07/08/2009 (3:44 pm)
Hey! A fellow Greenvillian. At a boy Mich! Your documentation kung fu is a thing of beauty.
#15
07/08/2009 (6:46 pm)
Omg....Micheal...you guys listened to my suggestion. To make matters worse you really did make it easier to find things, and even used similar naming to the manual I referred to. Ok....you're cool scale just went waaaaay up. I REALLY look forward to buying T3D now. There's not really much that can turn me away from it at this point...
#16
07/08/2009 (9:27 pm)
Documentation is almost more important than anything else. Without good documentation, engines and SDKs end up with a high percentage of frustrated users and hardly any good completed projects. I'm glad GG realizes this!
#17
I remember the days when the TDN was all community based and everything was outdated... Let's try and not go back to that... Ok?
07/08/2009 (10:14 pm)
Awesome!I remember the days when the TDN was all community based and everything was outdated... Let's try and not go back to that... Ok?
#18
07/08/2009 (10:54 pm)
Looks good I know im knew to torque but maybe if you could make a pdf file or something that you can download I prefer those so that u can highlight or do stuff to look up stuff I find it much easier then openin up explorer to read from there an having to click through html links but other then that docs looking good cant wait. Atm me an my team workin on our story since our editor bascailly screwed us now us programers got to do it lol
#19
07/08/2009 (11:08 pm)
Mich takes his documentation work *incredibly* seriously, and I'm really glad to see a Torque 3D blog dedicated to his hard work.
#20
07/09/2009 (1:38 am)
Great work and great blog Mich! Thanks for filling in too :) 
Torque 3D Owner Brandon Russell
>:D