How long until we can purchase SDK documentation?
by Erik Yuzwa · in Torque Game Engine · 12/19/2003 (6:57 am) · 30 replies
I've noticed that in the "My Garage" section there's the (eventual) option of purchasing what looks like a hardcopy version of the SDK documentation.
Any ideas when that'll be available? I'd love to get my hands on it..
thanks!
Any ideas when that'll be available? I'd love to get my hands on it..
thanks!
About the author
multi-talented game and web developer based in the glacial ice-caps of Calgary, Alberta. I'm versed in C++, and trying out Torque Game Builder Pro. I hope to get to know you, drop me a line and let's chat.
#22
-Barzahd
01/22/2004 (8:13 pm)
Writing a decent set of docs on something takes a long time indeed. I give all those involved a lot of credit for working on a task so large. I mean, when you think about it, everything from c++ coding/compiling to TGE script language, modeling support, exporters, explanations of interfaces and use off all of the tools will be covered, and when you think about all of the elements that go into it, it seems nearly impossible. I thank all who are working so diligently on this, it will do the community much good. I know I'll buy it when it comes out.-Barzahd
#23
I am not sure of the history here, but did GG inherit the Tribes2 engine or did they develop it too?
I just wish they had the time to do a RTS demo, FPS isn't to everyones taste and I am sure this engine has real potential there.
As for the Docs, release - if it's a long time off, what about a phased approach - releasing it in bits for say $10 each?
Anyway for now, like everyone else, I suppose I will have to just keep annotating my print-outs and digging deeper.
01/23/2004 (3:41 am)
If it's taking people (non-employee's) a year or two to understand the code then I can well believe it's taking time to produce docs for it, even for employees.I am not sure of the history here, but did GG inherit the Tribes2 engine or did they develop it too?
I just wish they had the time to do a RTS demo, FPS isn't to everyones taste and I am sure this engine has real potential there.
As for the Docs, release - if it's a long time off, what about a phased approach - releasing it in bits for say $10 each?
Anyway for now, like everyone else, I suppose I will have to just keep annotating my print-outs and digging deeper.
#24
Not me, I'm just this guy they hired :P, but BrianR/MarkF/TimG/RickO were all involved with Torque well before GG bought the rights - as was JeffT, since he more or less ran Dynamix...
Docs are coming, and coming in not too long. Trust me that annotating and digging are a much better way to learn. ;)
01/23/2004 (9:48 am)
The people at GG were the people who did core development on Torque/the various games at Dynamix that used it. There were many other people involved in those projects, so the people at GG don't know _everything_... but they were key players.Not me, I'm just this guy they hired :P, but BrianR/MarkF/TimG/RickO were all involved with Torque well before GG bought the rights - as was JeffT, since he more or less ran Dynamix...
Docs are coming, and coming in not too long. Trust me that annotating and digging are a much better way to learn. ;)
#25
Yes a basic starter.rts would be nice. Even if it was just an isometric camera, mouse selection, and controllable ai-bots. I think this would be a big help to those wanting to try an RTS or traditional isometric RPG.
Of course I'm hoping this won't be too hard for me to figure out myself over the next few months. I'm sure the docs will be a big help with that.
01/23/2004 (3:14 pm)
--> TonyYes a basic starter.rts would be nice. Even if it was just an isometric camera, mouse selection, and controllable ai-bots. I think this would be a big help to those wanting to try an RTS or traditional isometric RPG.
Of course I'm hoping this won't be too hard for me to figure out myself over the next few months. I'm sure the docs will be a big help with that.
#26
01/23/2004 (11:14 pm)
If that's all you want, I've basically got that implemented...
#27
I second on the starter.rts. That resource would save me a ton of time and help those not developing a FPS.
Mike
01/24/2004 (3:19 pm)
Ben,I second on the starter.rts. That resource would save me a ton of time and help those not developing a FPS.
Mike
#28
However, if you are still planning on releasing it with the turn-based strategy code as a content pack I would be very interested in purchasing that as well.
01/24/2004 (9:12 pm)
Yeah Ben, I just checked out your last two .plans and the screenshots look good. If you released the camera/selection code I think it would be very helpful. However, if you are still planning on releasing it with the turn-based strategy code as a content pack I would be very interested in purchasing that as well.
#29
01/25/2004 (2:05 am)
A content pack would actually be pretty cool.
#30
I'd be working on it more now, except that I'm very busy getting settled with being a new hire at GG and all, so my time management is pretty well hosed - even more so when I'm driving back up to the visit the folks every week (I have birthdays this weekend and next, for instance). Anyway, my point is, this is a priority for me, but for the next few weeks I'll have about zero free time. :)
When I start idling on IRC again, then you'll know I have the time to work on the content pack. ;)
01/25/2004 (1:27 pm)
I will have it done in a basic way - ie, ready for "content packing" - in the near future. I'm entering a basic turn based strategy game into a competition being frun by the Purdue Game Dev Club (of which I am currently a member), and that game will essentially be the content pack... The tournament is currently due to be next month, so I'll have it pretty well polished up and ready to go by then, with any luck.I'd be working on it more now, except that I'm very busy getting settled with being a new hire at GG and all, so my time management is pretty well hosed - even more so when I'm driving back up to the visit the folks every week (I have birthdays this weekend and next, for instance). Anyway, my point is, this is a priority for me, but for the next few weeks I'll have about zero free time. :)
When I start idling on IRC again, then you'll know I have the time to work on the content pack. ;)
Torque Owner Ian Roach