Official Torque 3D Documentation Feedback
by Michael Perry · in Torque 3D Beginner · 10/21/2009 (1:59 pm) · 207 replies
=========================================================================
This Thread Is The Official Documentation Feedback Area For Torque 3D
If you want to quick search for all Torque 3D Doc Updates, perform a keyword search in your browser for "Documentation Update"
=========================================================================
Torque 3D Wiki
Documentation Landing Page
Official Documentation
By using this thread as a central source to leave documentation feedback, we can keep the other forums clean.
Feel free to post any criticism, suggestions, bugs (missing images or dead hyperlinks), outdated information, etc.
Purpose of the Thread:
- Provide a central thread for Torque 3D users to post their thoughts, suggestions, and criticisms about documentation.
Targets:
- Official documentation
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?
- 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!
You can find the archived feedback thread from the beta here: Beta Documentation Feedback.
7/17/09 Update: Tooltips work. Component Tutorials work in certain browsers. CLICK HERE for SVN Change Log.
7/31/09 Update: Posted full TOC for docs, using WIP template to hold spot for final docs to be written. CLICK HERE for SVN Change Log.
9/24/09 to 10/14/09 Update: CLICK HERE for full SVN change log
2/4/2010 Update: First major update to documentation pushed. Meant to coincide with 1.1 Beta, but full 1.1 docs are not finished. CLICK HERE for list of changes.
This Thread Is The Official Documentation Feedback Area For Torque 3D
If you want to quick search for all Torque 3D Doc Updates, perform a keyword search in your browser for "Documentation Update"
=========================================================================
Torque 3D Wiki
Documentation Landing Page
Official Documentation
By using this thread as a central source to leave documentation feedback, we can keep the other forums clean.
Feel free to post any criticism, suggestions, bugs (missing images or dead hyperlinks), outdated information, etc.
Purpose of the Thread:
- Provide a central thread for Torque 3D users to post their thoughts, suggestions, and criticisms about documentation.
Targets:
- Official documentation
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?
- 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!
You can find the archived feedback thread from the beta here: Beta Documentation Feedback.
Known Issues
- Docs are in progress7/17/09 Update: Tooltips work. Component Tutorials work in certain browsers. CLICK HERE for SVN Change Log.
7/31/09 Update: Posted full TOC for docs, using WIP template to hold spot for final docs to be written. CLICK HERE for SVN Change Log.
9/24/09 to 10/14/09 Update: CLICK HERE for full SVN change log
2/4/2010 Update: First major update to documentation pushed. Meant to coincide with 1.1 Beta, but full 1.1 docs are not finished. CLICK HERE for list of changes.
About the author
Programmer.
#23
We can spit out the engine docs in multiple formats if need be, but if we can simply things I would be quite happy. That's why we are moving away from the 4000+ html files to a single CHM or PDF file. I just happen to like CHM the best due to its presentation, organization, and feature set. However, I'm past the platform favoritism and want to make sure all devs get equal viewing rights from day 1.
10/27/2009 (1:02 pm)
Someone expressed that if OS X does not ship with a native CHM viewer, there might be confusion and loss of information for Mac users. I'm of the opinion that if the user reads the parts of the documentation they should read first (READ ME FIRST, How to use the docs, Environment Setup), they will see a new line stating they can view the engine documentation using a CHM viewer.We can spit out the engine docs in multiple formats if need be, but if we can simply things I would be quite happy. That's why we are moving away from the 4000+ html files to a single CHM or PDF file. I just happen to like CHM the best due to its presentation, organization, and feature set. However, I'm past the platform favoritism and want to make sure all devs get equal viewing rights from day 1.
#24
(I dunno if Doxygen makes better paginated documentation with PDFs)
10/27/2009 (2:48 pm)
Both CHM and PDF is good, if the PDF is also output in such a way that it would look nicer when printing. But if the PDF looks exactly the same as the CHM, there's no need. We're all capable of getting the right viewer here, I think ;)(I dunno if Doxygen makes better paginated documentation with PDFs)
#26
10/29/2009 (11:14 pm)
There has been a delay due to the complex content shipping out. No 1 page updates...more like 50 pages coming out. My trip to Vegas kind of threw off my schedule.
#27
10/30/2009 (12:34 am)
sweet Michael, thanks for the update, hope ya trip was successful
#28
*GFX documentation
*GUI System Overview
*6 part GUI Tutorial series written by Night Hawk (edited and converted by myself)
*Final TorqueScript documentation (not including tutorials)
*New engine reference docs, testing out the new Doxygen output. This will depend on how far Tom and I get with the task
*World Editor documentation updated to 1.0.1
This rounds out to about 50+ pages of new content, not including the engine reference docs.
11/02/2009 (1:49 pm)
OK everyone. Here is what will be in the next push (this week):*GFX documentation
*GUI System Overview
*6 part GUI Tutorial series written by Night Hawk (edited and converted by myself)
*Final TorqueScript documentation (not including tutorials)
*New engine reference docs, testing out the new Doxygen output. This will depend on how far Tom and I get with the task
*World Editor documentation updated to 1.0.1
This rounds out to about 50+ pages of new content, not including the engine reference docs.
#29
11/02/2009 (1:59 pm)
Sounds great Michael. Thanks for all the hard work.
#30
11/02/2009 (3:40 pm)
All good stuff, Michael. The engine reference is what looks most interesting ;)
#31
also, i'm still looking through it but it seems that the "hack and slash" game type isn't actually covered even though it's referenced.
11/02/2009 (11:46 pm)
apparently the RTS prototype section has missing steps. no way to create enemies according to those instructions, since datablock "DefaultPlayerData" doesn't exist.also, i'm still looking through it but it seems that the "hack and slash" game type isn't actually covered even though it's referenced.
#32
DefaultPlayerData exists by default as long as you created your project using the Full Template which is the template the tutorial is based on.
11/03/2009 (10:57 am)
@DavidDefaultPlayerData exists by default as long as you created your project using the Full Template which is the template the tutorial is based on.
#33
*GFX documentation
*GUI System Overview
Do u mean this part of the documentation will be presented online this week? It's already Friday now ^_^
11/06/2009 (1:54 am)
Hi, Michael.*GFX documentation
*GUI System Overview
Do u mean this part of the documentation will be presented online this week? It's already Friday now ^_^
#34
11/06/2009 (2:18 am)
My week ends on Sunday, forgot to mention that.
#35
I know that the only thing which really uses it is the stock weapon for deciding whether it can fire or not, and they're not very popular these days but might be useful to throw an FSM example in the docs.
11/06/2009 (11:42 am)
Just a note on Script docs, I didn't see any mention of Finite-State Machines.I know that the only thing which really uses it is the stock weapon for deciding whether it can fire or not, and they're not very popular these days but might be useful to throw an FSM example in the docs.
#36
Also, is it planned to include some tutorial that creates a complete small game? Similar to unitys tuts?
11/10/2009 (2:52 pm)
MIchael, when will the new docs be ready? I still don't see anything about GFX layer. Also, is it planned to include some tutorial that creates a complete small game? Similar to unitys tuts?
#37
As far completing a small game, well...I want to but some recent internal discussion makes it very difficult for me to plan it out. The RTS prototype is a start, though there is no defined beginning or end. I'd be willing to take some ideas on what small games to tutorialize.
I'm also looking for help in creating tutorials. If you have the time and motivation to contribute, please e-mail me to discuss the details and benefits. I'm currently looking for people with experience in writing docs or tutorials.
11/10/2009 (3:05 pm)
@Andy S. - The original timeframe for uploading the GFX and GUI docs slipped due to receiving one last tutorial. I'm trying to wrap it up as fast as I can, with end of today as my goal.As far completing a small game, well...I want to but some recent internal discussion makes it very difficult for me to plan it out. The RTS prototype is a start, though there is no defined beginning or end. I'd be willing to take some ideas on what small games to tutorialize.
I'm also looking for help in creating tutorials. If you have the time and motivation to contribute, please e-mail me to discuss the details and benefits. I'm currently looking for people with experience in writing docs or tutorials.
#38
11/10/2009 (3:27 pm)
Thanks for the quick reply michael. I am glad to see that the docs are getting better and better ;-)! Regarding ideas of small games, maybe something like the wiggles tutorials pdf which is part of unreal development kit.
#39
Title - Torque Capture
Difficulty Level (1-5) - 3
Concepts Covered - Scripting, player creation, weapon system, spawning, collision, networking, datablocks, GUI Editor, World Editor.
Challenge - Collect objects faster than the opponent can
Win Condition - Player collects 10 Torque symbols
Opposition - Other players collecting same items, able to shoot player to send him flying back
Time to Complete - 1 Day
Get the idea?
11/10/2009 (3:49 pm)
@Andy S. - I get the concept of Wiggle and what Unity has, but I could use some specifics. I don't want to simply create a Torque version of Wiggle. Something like this:Title - Torque Capture
Difficulty Level (1-5) - 3
Concepts Covered - Scripting, player creation, weapon system, spawning, collision, networking, datablocks, GUI Editor, World Editor.
Challenge - Collect objects faster than the opponent can
Win Condition - Player collects 10 Torque symbols
Opposition - Other players collecting same items, able to shoot player to send him flying back
Time to Complete - 1 Day
Get the idea?
#40
*Major Changes*
- GUI Editor section has been filled out to include an overview, interface guide, and six part tutorial series
- Added Rendering guides to Engine section
- Renamed SFX to Audio
- Changed formatting of Table of Contents to be cleaner and minimal
- Added CHM files for TorqueScript and C++ Engine reference, produced by Doxygen
- Cleaned out some placeholder files that will not be used.
For now, you can find the CHM reference files in the Introduction->Using Documentation page. As they get more filled out, I will start plastering them in other spots. This is just a test run of these reference files.
11/10/2009 (8:43 pm)
Latest docs have been pushed to the server. Should be ready in about 45 minutes.*Major Changes*
- GUI Editor section has been filled out to include an overview, interface guide, and six part tutorial series
- Added Rendering guides to Engine section
- Renamed SFX to Audio
- Changed formatting of Table of Contents to be cleaner and minimal
- Added CHM files for TorqueScript and C++ Engine reference, produced by Doxygen
- Cleaned out some placeholder files that will not be used.
For now, you can find the CHM reference files in the Introduction->Using Documentation page. As they get more filled out, I will start plastering them in other spots. This is just a test run of these reference files.
Associate Tom Spilman
Sickhead Games
http://chmox.sourceforge.net/
http://www.robinlu.com/blog/ichm
... not sure if they are any good.
Still as Mitch said we can provide both CHM and PDF from the Doxygen output.