Progress Update
by Robert Fritzen · 10/15/2014 (9:53 am) · 0 comments
Two hundred and fourty one. That's the current page count of the currently in development "Ultimate Guide to Torque 3D" project of mine. I've completed the first ten chapters of the guide and have started some more in depth work towards the remaining ones. It's been quite a fun project on mine, actually getting to take a trip down memory lane in some cases back to some old projects of mine, even touching on a few days of my Tribes 2 modifications.
When I last left you guys, I handed out the first seven chapters of the guide, and while they weren't perfect, they provided you guys with a glimpse of what was to come in the remainder of the guide project. I felt a bit rushed in some cases, so I've actually slowed down just a little bit over the past three weeks delivering more detailed examples, code snippets, and then there was this scary math chapter I slipped in there where I had to pull out things like this:

And then I actually got to a more terrifying thing that looked a bit like this:

But I don't want to spoil the surprises of that math chapter. It's actually very rewarding and insightful to why math is good for your projects, and how you can transform complicated sounding mathematical processes into a successful piece of code.
With today's completed work, I just finished up the last of the GUI stuff in Chapter 10, getting to talk about how wiring aspects of GUI's together can be good, and useful to make sure your users have an enjoyable "stress-free" time working through your game, and of course I used some more pictures to make it more "visual" in nature:

My next stop in the guide is the in-game Chapter 11, where I'll teach you all sorts of goodies on how to make your game feel more alive with events, and how to actually make your objects do fun things in the engine using everything from the prior chapters. After that is Chapter 12, which is an insight into that thing in the engine that involves getting player 1 to talk with player 2, and so forth, then comes C++. :)
It's a lot of fun to work on this, and I'm looking forward to getting closer to releasing this exciting project of mine. I'll be around to answer questions and other things if you've got them, so fire away!
When I last left you guys, I handed out the first seven chapters of the guide, and while they weren't perfect, they provided you guys with a glimpse of what was to come in the remainder of the guide project. I felt a bit rushed in some cases, so I've actually slowed down just a little bit over the past three weeks delivering more detailed examples, code snippets, and then there was this scary math chapter I slipped in there where I had to pull out things like this:

And then I actually got to a more terrifying thing that looked a bit like this:

But I don't want to spoil the surprises of that math chapter. It's actually very rewarding and insightful to why math is good for your projects, and how you can transform complicated sounding mathematical processes into a successful piece of code.
With today's completed work, I just finished up the last of the GUI stuff in Chapter 10, getting to talk about how wiring aspects of GUI's together can be good, and useful to make sure your users have an enjoyable "stress-free" time working through your game, and of course I used some more pictures to make it more "visual" in nature:

My next stop in the guide is the in-game Chapter 11, where I'll teach you all sorts of goodies on how to make your game feel more alive with events, and how to actually make your objects do fun things in the engine using everything from the prior chapters. After that is Chapter 12, which is an insight into that thing in the engine that involves getting player 1 to talk with player 2, and so forth, then comes C++. :)
It's a lot of fun to work on this, and I'm looking forward to getting closer to releasing this exciting project of mine. I'll be around to answer questions and other things if you've got them, so fire away!
About the author
Illinois Grad. Retired T3D Developer / Pack Dev.
