Where to start learning torquescript
by CJ Chapman · in Torque 3D Professional · 08/31/2011 (1:50 am) · 8 replies
Hi I want to learn Torque Script but know very little about programming. When reading the document it said you can prototype a whole game with TS, so i got excited. But then when i looked at the scripting tutorials in the official documents they looked very basic and don't really tell me how to approach scripting. Can anyone lead me in the right direction in learning TS. Like how should i go about practicing learning scripting. Should I think of a very simple game to make, then think logically what all i would have to script? But I don't know how to script so i can't even do that. Any help would be appreciated thanks.
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#2
www.makingindiegames.com/TSIT.php
08/31/2011 (5:30 am)
TSIT (Torque Script Interactive Tutorial) is also super awesome, and for a beginner looking for tangible results, there's probably nothing better.www.makingindiegames.com/TSIT.php
#3
and click on Scripting in the Table of Contents side panel, and then read through both the Overview and Simple sections to get you started in the right direction.
08/31/2011 (6:12 am)
Go to the official Torque 3D documentation at docs.garagegames.com/torque-3d/official/and click on Scripting in the Table of Contents side panel, and then read through both the Overview and Simple sections to get you started in the right direction.
#4
08/31/2011 (6:22 am)
If you don't know how to do something then usually the beginning steps are simple and basic. You have to build a knowledgebase of the basic components of the language before you can then put together complex scripts. It helps if you have some programming background, but if you don't you really should read and follow any of the tutorials available. They may seem simple, but those examples are helping you to build good habits as you learn the basics.
#5
08/31/2011 (8:36 am)
@CJ - Nathan posted what I would have. Under the Scripting section in the official docs, I covered the purpose of TorqueScript, the Syntax and examples of the most commonly used code. Have you read through that yet?
#6
Thanks everyone.
08/31/2011 (1:43 pm)
Yeah I read the syntax guide, but didn't expect to know it all at once but instead to use it as reference when I do something wrong, and learn it over time through practice making my own scripts, but I don't know what to make. I see the scripting tutorials (Simple and Advanced) in the official document. I'll go through all of them completely step by step and post here again if i have questions. Thanks everyone.
#7
even from TGEA to T3D there is so many things that are different.
09/01/2011 (6:21 pm)
I would like to point that none of the books mentioned by David are current, i'm currently having a lot of trouble to adapt the content of the "3D Game programming all in one" book to T3D1.1even from TGEA to T3D there is so many things that are different.
#8
The trick to using these books is to understand that they are outdated and that they usually end up providing pointers in the right direction rather than explicit instructions. I believe that it makes a very large difference if you have more experience with programming in general - for C/C++ programmers, Torquescript is easy to pick up.
As far as engine differences, I've used these four books for quite a long time and I'm only now starting to get into territory that they're not helping me with. But I've been programming semi-professionally in C/C++ and C# for a long time now, too - so I probably find it easier to work with than a professional artist. Between the books and the full template as a reference I've been able to work out just about all of my problems so far. My main hurdle now is figuring out what Twisted Jenius did in his UAISK - his team system and scoring are causing me to lose sleep.... lol
09/02/2011 (4:59 pm)
Honestly, I use the 3D GPaiO and Maurina's books as references more than as actual "textbook" style instructions for using T3D. As has been pointed out (and as I always mention when recommending them) they are somewhat outdated but they are still valid references for 80%~90% of the Torquescript functionality. The index is your friend - the original "search" function - you can look up the topic you're interested in and go right to the page number to see if it helps you.The trick to using these books is to understand that they are outdated and that they usually end up providing pointers in the right direction rather than explicit instructions. I believe that it makes a very large difference if you have more experience with programming in general - for C/C++ programmers, Torquescript is easy to pick up.
As far as engine differences, I've used these four books for quite a long time and I'm only now starting to get into territory that they're not helping me with. But I've been programming semi-professionally in C/C++ and C# for a long time now, too - so I probably find it easier to work with than a professional artist. Between the books and the full template as a reference I've been able to work out just about all of my problems so far. My main hurdle now is figuring out what Twisted Jenius did in his UAISK - his team system and scoring are causing me to lose sleep.... lol
Torque Owner David Robert Pemberton
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The Game Programmer's Guide to Torque
3D Game Programming All in One
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