Any good books to learn Torque Scripting?
by Michael S · in Torque 3D Professional · 11/09/2011 (6:24 pm) · 6 replies
Are their any good books to learn Torque scripting? I really wanna learn so I can speed up production of my game (Vengeance) and future games / tutorials.
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#2
i do not know your background.if you know c then just ignore to know much on torque script(TS).there is some minor difference about TS with c,but will not make it too much trouble with u.
there is a blog of Rene Damm (http://www.garagegames.com/community/forums/viewthread/111287) which describe on several changes of TS.read that.it will give u some minor differences of TS and c
and concentrate on questing every piece of custom template code.u will learn too much from that.then explore other old example levels.
but GG has removed all there old version of t3d.so may be u are out of luck from those.
and
use f10/f11/(shift+f11) more and more of torsion.but i thing for a beginner torsion addiction will not be good
and modify custom template's function so that they only have engine callbacks.it will help u to know about engine.plus i think using callback will speed up your game.
that is all from my 8 months experiences.may be some are wrongs.but that is my current style.
11/10/2011 (3:37 am)
i am not a person to answer this.bcz,i am also new to t3d.but from my last 8 month's experience i can share some thoughts.may be this will help u.i do not know your background.if you know c then just ignore to know much on torque script(TS).there is some minor difference about TS with c,but will not make it too much trouble with u.
there is a blog of Rene Damm (http://www.garagegames.com/community/forums/viewthread/111287) which describe on several changes of TS.read that.it will give u some minor differences of TS and c
and concentrate on questing every piece of custom template code.u will learn too much from that.then explore other old example levels.
but GG has removed all there old version of t3d.so may be u are out of luck from those.
and
use f10/f11/(shift+f11) more and more of torsion.but i thing for a beginner torsion addiction will not be good
and modify custom template's function so that they only have engine callbacks.it will help u to know about engine.plus i think using callback will speed up your game.
that is all from my 8 months experiences.may be some are wrongs.but that is my current style.
#3
11/10/2011 (4:20 am)
Thanks, I think will give Finney's Advanced 3D Game Programming All in One a try.
#4
Additionally, it is designed to work in your project folders and you can use it to easily explore the layout of your scripts and trace the execution flow through them.
I know, this sounds like a sales pitch - and I suppose it is. But I bought it long before I started working for GG and I have to say that it is indeed the best tool for working in TorqueScript. And if you don't believe me, ask the guys who wrote SPAZ.
11/10/2011 (9:30 am)
I have to disagree. Torsion allows you to actually step through your code so you can see exactly what's going on at all times if you wish. It also has other powerful debugging features that make it extremely useful for both learning and using TorqueScript.Additionally, it is designed to work in your project folders and you can use it to easily explore the layout of your scripts and trace the execution flow through them.
I know, this sounds like a sales pitch - and I suppose it is. But I bought it long before I started working for GG and I have to say that it is indeed the best tool for working in TorqueScript. And if you don't believe me, ask the guys who wrote SPAZ.
#5
* The Advanced 3dGPAiO can be used on it's own but does assume some knowledge of Torque gained from the first book, 3dGPAiO.
11/10/2011 (11:06 am)
Much like Finney's books (there are two of them*), there is also the Game Programmer's Guide to Torque by Edward Maurina (sp?). While technically for the older engine (TGE) GPGtT was highly regarded and is still applicable to Torque 3D in regards to scripting.* The Advanced 3dGPAiO can be used on it's own but does assume some knowledge of Torque gained from the first book, 3dGPAiO.
#6
I keep hoping we'll see updates to all of these titles, but I'm sure they're all busy.
Brad Strong wrote Creating Game Art for 3D Engines - but no scripting there. Very valid for getting characters and other items into TGE/A and T3D, though now the engine imports COLLADA models as well. The artists tell me that the requirements for node setup are a bit more lax now, but I'll be going into that a little later - been ordered to build a doc on it.
11/10/2011 (12:40 pm)
And Edward also wrote Multiplayer Gaming and Engine Coding for the Torque Game Engine - another good one, and also for TGE.I keep hoping we'll see updates to all of these titles, but I'm sure they're all busy.
Brad Strong wrote Creating Game Art for 3D Engines - but no scripting there. Very valid for getting characters and other items into TGE/A and T3D, though now the engine imports COLLADA models as well. The artists tell me that the requirements for node setup are a bit more lax now, but I'll be going into that a little later - been ordered to build a doc on it.
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With the usual disclaimer that it was written for a much older version of the engine--but TorqueScript has changed very little in the interim--the engine code changes a lot between releases but the script code is very static.
I'm favoring it because I am working in several of the areas covered in this volume, including such elements as scripting doors in the engine, etc. and it dovetails neatly with my level of experience (not very great) and current interests.