Why WAS Torque3D documentation so poor?
by Dark Tengu · in Torque 3D Professional · 03/02/2010 (6:38 pm) · 442 replies
I would really like to get back into Torque, but I am finding the documentation to be so poor. For example, where is the explanation of callbacks? If I remember correctly, callbacks are HIGHLY important in Torque. Its great that there is an explanation of Torque syntax, but honestly synatax is VERY easy to figure out for anyone who has done even a little C/C++.
Perhaps I am just missing the quality documentation, any help would be appreciated. The only documentation regarding Torque3D I have found is at the following link:
http://docs.torquepowered.com/torque-3d/official/index.html
Moderator Edit - You can download the draft version of the T3D Script Manual by clicking here
Perhaps I am just missing the quality documentation, any help would be appreciated. The only documentation regarding Torque3D I have found is at the following link:
http://docs.torquepowered.com/torque-3d/official/index.html
Moderator Edit - You can download the draft version of the T3D Script Manual by clicking here
#262
06/08/2010 (11:14 am)
a
#263
06/08/2010 (5:31 pm)
What happened to your post Andy?
#264
Anyway, what's the status on the new blog post Mich?
06/08/2010 (6:55 pm)
I was wondering the same. I got an email with it...Anyway, what's the status on the new blog post Mich?
#265
Torque is what it's always been great, cheap tech with shitty documentation and another post whinging about it won't change that - main difference now is there's shinier features and a bigger price tag.
06/09/2010 (1:46 am)
lol, I deleted it as I realised it was a pointless post -- been listening for 18mths that things will improve on documentation and just feel let down on the promises.Torque is what it's always been great, cheap tech with shitty documentation and another post whinging about it won't change that - main difference now is there's shinier features and a bigger price tag.
#266
06/09/2010 (7:15 am)
@Glen - I have a draft written up. Waiting for the "go ahead" and images.
#267
edit: actually I'm hoping for 1.1 by then, there's alot of problems in 1.01.
Good luck Mich, and I hope you guys can release soon.
06/09/2010 (9:04 am)
Cool, looking forward to the new draft. I'm really hoping for the docs after all the website work that we're doing is over. I do want to start working with T3D when all the other work is done.edit: actually I'm hoping for 1.1 by then, there's alot of problems in 1.01.
Good luck Mich, and I hope you guys can release soon.
#269
06/21/2010 (4:50 am)
It's been months since I last inquired about how poor the documentation is. It's June 21st. What's taking so long? I basically have software I can't use because there's no books, docs, etc to show me how. Sigh.
#270
06/21/2010 (4:31 pm)
@Frank - As to why this is taking so long, the same reason why they have never released it in the first place. GarageGames is about marketing and hype and not about developing a useful product. GarageGames lacks focus in general. As long as they try develope more than 1 or 2 engines at a time, they will never deliver a product that measures up to the competition.
#271
06/21/2010 (4:48 pm)
Update: We have been making progress on updating the documentation. The two new writers are heads down and we have been generating content for both written tutorials (such as a new software setup doc) and script API reference. For the script reference, we have been knocking out entire directories. For example, we just wrapped up FX, which covers:- Lightning
- Explosion
- Replicators
- Ground Cover
- Particle
- ParticleEmitter
- ParticleEmitterNode
- Precipitation
- Splash
- WindEmitter
- decalData
- decalManager
- guiClockHud
- guiCrossHairHud
- guiHealthBarHud
- guiShapeNameHud
- Debris
- pathCamera
- projectile
#272
edit: I say cool too much in these posts...
06/21/2010 (7:32 pm)
Cool, is there a possible release as of yet or is it still "when it's done"? ;)edit: I say cool too much in these posts...
#273
Just an idea:
Give the T3D professional owners access to the docs in its current state. By doing so you might be able to get feedback on any flaws in the docs before the final release.
06/22/2010 (1:17 am)
@Michael:Just an idea:
Give the T3D professional owners access to the docs in its current state. By doing so you might be able to get feedback on any flaws in the docs before the final release.
#274
06/22/2010 (1:51 am)
second that...also it is way too long waiting already. Originally T3D was promised to be released with all these docs available, it did not happen, now it's already some months later...please release what you have continually. This way at least there is something more available.
#275
06/22/2010 (4:19 am)
Thanks for the update.
#276
06/22/2010 (7:38 am)
@Richard and Andy - The first set of drafts were released a while back: T3D Script Manual Draft. I can't push the new html docs yet, but I'll try to find a way to upload the new CHM using a different server.
#277
06/22/2010 (11:03 am)
very nice michael, thanks. Besides the T3D Script Manual, will there be more tutorials in the 1.1 release? Is there somewhere some kind of "table of contents" about the full T3D 1.1 docs?
#278
* Updating the RTS Tutorial
* Guide based on adapting the engine for your project.
* World Editor Application and tricks (possible only cover this if it directly related to the scripting tutorials)
* Game mechanic scripting. (Mini projects)
The manpower break down is as follows:
- 1 person dedicated to handwritten tutorials
- 1 person dedicated to filling in the T3D Script Manual
- 1 person working on the art pipeline docs (Chris Robertson)
- All programmers writing new code will adhere to the new documentation standards for the script manual
- Myself managing the doc projects and writing for both tutorials and the T3D Script Manual
Additionally, I am looking into contracting a few artists to help fill in the artist docs, since they are extremely lacking. Compare this manpower to me working by myself for a solid year with occasional contributions from artists on the team.
06/22/2010 (11:11 am)
@Andy S. -Quote:Besides the T3D Script Manual, will there be more tutorials in the 1.1 release?Yes. We have a writer dedicated to creating tutorials. We know for sure there will be a new software setup guide that will be current and contain better instructions. On the roadmap for T3D 1.1, we have discussed the following for tutorials:
* Updating the RTS Tutorial
* Guide based on adapting the engine for your project.
* World Editor Application and tricks (possible only cover this if it directly related to the scripting tutorials)
* Game mechanic scripting. (Mini projects)
The manpower break down is as follows:
- 1 person dedicated to handwritten tutorials
- 1 person dedicated to filling in the T3D Script Manual
- 1 person working on the art pipeline docs (Chris Robertson)
- All programmers writing new code will adhere to the new documentation standards for the script manual
- Myself managing the doc projects and writing for both tutorials and the T3D Script Manual
Additionally, I am looking into contracting a few artists to help fill in the artist docs, since they are extremely lacking. Compare this manpower to me working by myself for a solid year with occasional contributions from artists on the team.
#279
On a side note, since you sell Houdini trough GGs webspace, it would be nice if there would be also docs regarding how to produce content with houdini. I think for any developer on a budget, houdini with the dts exporter offers the best bank for the buck (except blender), and it would be really nice to have more docs, tutorials and examples on how to create and get content from houdini into T3D.
06/22/2010 (11:54 am)
thanks michael for the detailed answer! This looks really good, can't wait till 1.1 releases. I think if you manage to deliver this with 1.1 then T3D finally has (beginner-ready) docs on par with or better than unity.On a side note, since you sell Houdini trough GGs webspace, it would be nice if there would be also docs regarding how to produce content with houdini. I think for any developer on a budget, houdini with the dts exporter offers the best bank for the buck (except blender), and it would be really nice to have more docs, tutorials and examples on how to create and get content from houdini into T3D.
#280
Thanks a lot for the details.
Obviosly running in changed interfaces I had a lot of problems with the tutorials (especially the RTS) and they seemed kindof useless. Besides I learnt a lot about the console functions and system.
An update of the documentation in line with the development of T3D is essential for the use of the engine.
But you will make it, I can´t await the release!
06/23/2010 (12:18 am)
@Michael:Thanks a lot for the details.
Obviosly running in changed interfaces I had a lot of problems with the tutorials (especially the RTS) and they seemed kindof useless. Besides I learnt a lot about the console functions and system.
An update of the documentation in line with the development of T3D is essential for the use of the engine.
But you will make it, I can´t await the release!
Torque 3D Owner Dark Tengu
...unless the old GG takes over...