Game Development Community

Getting started tutorials?

by David Cox · in Torque X 3D · 04/04/2010 (11:36 pm) · 5 replies

Was wondering if anyone knows of any tutorials to help getting started with TX3D. I know theres a book featured on this site for it but currently don't have the funds to purchase it for a while and am hoping someone would know of a tutorial that can help me get started until I can come up with the funds which won't be for a while.

#1
04/05/2010 (5:42 pm)
Sadly there aren't any at this moment, not to say there will not be. I would try the TX2D tuts first. That will give you a good background on how the TX engine works. Then more things here in the forums will make sense.
#2
04/07/2010 (5:40 am)
If I'm not mistaken, TX3D works something like this:

Interfaces(Components) are used to create the objects in your game.

These interfaces include the basic pieces/parts needed to make your objects work...minus the physics.

Once you decide what interfaces(components) you need to implement in your objects, coding the pieces/part is up to you(ie everything from controller input to player animation/movement/rotation/etc). Basically, if you don't have a thorough understanding of what makes what do what in a game and how(code-wise), you're screwed.

Ex: If you don't know what an iTick is, how would you know you need to implement it?

There is some documentation included w/ TX3D on the components so you may have to do some guessing at which ones you'll need for your objects. An interface is like a template for an object. It defines what voids/functions MUST be in your object but as far as the code contained in those voids/functions...you're on your own.

You'll have to scrape the forums here and search elsewhere for physics implementation if you're not familiar with linear algebra and, at least, basic physics.......AND THERE IS NO SUPPORT FOR GENERIC CONTROLLERS. IF YOU DON'T OWN AN XBOX 360 USB CONTROLLER PAD, YOU'LL HAVE TO USE THE KEYBOARD AND MOUSE

In short, the engine is for experienced C# programmers with a good understanding of game functionality and some advanced mathematics/physics under their belt. If you're a beginner, BEWARE!
#3
04/07/2010 (3:27 pm)
If you do the TX2D tutorials you would know what an iTick is and what it does. Basically it just means that the component can execute code on system ticks(ticks).

A year ago I had never written a line of C#, I mostly used Actionscript in flash, some Java, had experience with C and C++. So While not a NEW programmer by any means it was still new and different to me.

If you have never written any code then any game engine or any game programming will be difficult. You can't just drag objects on the screen and click the FPS button to make a game.
#4
04/08/2010 (9:07 am)
Quote:If you do the TX2D tutorials you would know what an iTick is...

and what about the other interfaces involved in more than just a simple example-of-a-game? Does the documentation/tutorials describe what those are and where you'd use them? Maybe an example of how/where you might use them? You said it yourself Henry, the documentation included with TX2D/TX3D stinks.

Quote:A year ago I had never written a line of C#...

I'm guessing you're not an engineer(me neither) because you too were one of the members here looking for game physics (bullet implementation if I'm not mistaken). That game physics thing ain't exactly for newcomers OR experienced programmers who have never had a reason to know advanced mathematics/physics, huh?!

Quote:If you have never written any code...
...then programming on ANY level isn't going to be easy...initially.

I'm not yellin' at you Henry, but lets face it, TX3D isn't exactly for the programming/game dev beginner.
#5
04/08/2010 (9:42 am)
Just to add I would also haunt the TX2D forums as lots of the code is shared. The Torque core is the same for both 2D and 3D. so things like playing sound etc would work for either.