Game Development Community

Detailed documentation and tutorials on creating a game using C++ ?

by Juggernaut · in Torque Game Engine · 03/31/2012 (5:05 am) · 17 replies

Hello,

Where can I find the class library documentation for the torque engine API ?

In the official documentation I only found how to setup C++ projects but no further details about the C++ classes that comprise the engine. How can I use these classes to build a game from scratch (without using the World Editor GUI tool) and do everything from model loading to changing character properties, skeletal animation, applying physics effect and coding the game logic and AI ? Any step by step tutorials from basic to advanced level will be appreciated by all people.

Thanks,

#1
03/31/2012 (5:30 am)
question.. what would the advantage be by doin it that way? Im just rather curious as to your reasoning.
#2
03/31/2012 (6:11 am)
First, learn C++. Second, the classes Torque uses are mostly custom classes that were made using C++ by the GarageGames staff and other contributors from the community. You can make similar ones by learning C++. Also, learn DirectX and/or OpenGL and incorporate that into your C++ project.

Google "C++ Tutorials" and "DirectX Tutorials" to get started. There are tons of tutorials on the internet on how to get started in game development.

You have to write your own code - Torque classes by themselves are useless. All of them together make up the Torque engine. If you want to create your own engine, learn C++, learn DirectX and make one yourself - don't try to rip off GarageGames by taking their code and making it your own...lol.
#3
03/31/2012 (7:42 am)
Mr. Paul and Mr. Jordan,

Thank you for taking interest in my post and replying back.

"don't try to rip off GarageGames by taking their code and making it your own..." - Actually this is not my intention :) I just wanted to learn how to control every aspect of the game using either C++ or torque script.
In the official documentation - the FPS tutorial uses the GUI tools such as the world editor to add everything to the scene. But following that rote ( though it is the easiest way of doing things ) I remain blind to what is happening underneath behind the scene. My main purpose is to control every aspect - from adding objects to the scene ( including terrain ) , lighting , physics , particle effects , shaders etc. by either using C++ or torque script. Can this be done ? If so, where should I look for the steps.

Thanks,
#4
03/31/2012 (7:56 am)
can it be? yes. As far as I know there is no chapter called "Doing it all in code". youll have to rummage through posts, use the World editor GUI and see how it affects some of the other files, etc.

i wouldnt suggest doin it all in C++ though. that would be painful imo.
#5
03/31/2012 (1:06 pm)
@Juggernaut

It's great that you want to understand what happens under the hood, understanding how something works can help you utilize it better. Though I do recommend against trying to build a game using only the engine source. The engine simply wasn't designed to be used as an API like that. It can be done, and there are a few over the years who have tried it, but it will cause you more headaches than necessary. The source and the scripts are tightly coupled together, there are many which occur only the script side.

Once you purchase a license you'll be able to look at the source code and see how it all links together. We don't ship docs on the source code itself, but you can generate an engine reference using doxygen with the source code access that comes with the engine license.
#6
04/02/2012 (12:19 pm)
Paul,

In the source code of T3D you will find folders with the names examples. Those can help you out.
#7
04/02/2012 (12:41 pm)
Hello Mr. Burns,

Thank you for taking interest in my thread and clarifying everything. I guess Mr. Paul was right in his point of view. Actually I come from a background of Dark Basic Pro - where everything has to be done by code manually - tedious process - but gives me a feeling what I am putting where. I am currently poised between three - Dark Basic Pro, 3D Game Studio and Torque3D. Though Torque3D demo looks very professional indeed - I do not know why the feed backs on gamedev.net are not that encouraging.
Is it possible to do particle effects like motion trail in Torque3D ?

Thanks,
#8
04/02/2012 (12:47 pm)
Also I do not see any where in the documentation to change or set the physics property of an object at run time using script or move the camera dynamically during the gameplay. Is that kind of things possible in Torque ?
#9
04/05/2012 (11:03 am)
http://docs.garagegames.com/tgea/official/

This might answer your questions!
#10
04/05/2012 (3:18 pm)
Im not sure in TGEA but im 99% positive you can do verything you want in T3D
#11
04/06/2012 (1:31 am)
Do the content available at - http://docs.garagegames.com/tgea/official/ is 100% at par with Torque3D 1.2 or does it only work for TGEA ( Torque Game Engine Advanced ) - the old engine .... ?

Secondly does the torque script get compiled to a dll to be used by the engine while running the game or does it work in an interpreted fashion at run-time ?
#12
04/06/2012 (10:00 am)
As far as Im aware.... TGEA docs are not on par w T3D. T3D has its own set of documentation

TorqueScript does not get compiled into a DLL. its interpreted.
#13
04/09/2012 (1:21 pm)
The general concepts in T3D and TGEA are the same - a lot has been added to T3D and some has changed (mostly where things are) but generally if you learn to script for one, you can figure the other one out pretty easily. Torquescript is torquescript - it works the same in all Garage Games engines. Each engine has different things that can be done with script, but the language is the same.

Torquescript can be compiled to a binary script file format (.cs is compiled to .dso) for faster loading but it's still interpreted at runtime by the script interpreter.

Physics properties are exposed to script for physics objects. Camera controls are also exposed to script.
#14
04/10/2012 (9:34 am)
Hello Richard,

Thank you for your comments. Are there any books available on Torque Script
(The Torque3D 1.2 Engine Version) ?

Are there any detail training books (apart from the online manual) available detailing everything about the Torque3D 1.2 Engine from A-Z ?

Thanks,
#15
04/10/2012 (11:56 am)
I have been going through the FPS tutorial but I did not come across any instruction on how to do destructible environment (one of the main key feature of the physics capabilities of the Torque3D 1.2 Engine - as advertised).
#16
04/10/2012 (12:43 pm)
That is not part of the FPS tutorial. The documentation on destructible objects using PhysX is in the Artist section of the Official Docs as it is more art centric in it's setup.
#17
09/09/2012 (12:04 pm)
Can you please provide me the link for the official docs where there is tutorial on how to do destroyable environment ?