Where's the guide to the source code then?
by Andy Hawkins · in Torque Game Engine · 02/13/2007 (3:17 am) · 25 replies
I bought this book believing it show you how to mod the source code... not so... it only tells you how to program in TorqueScript. Any chance there is a book on programming the source code, or are there full docs available from GG on the entire source code? This is what I wanted.
Don't get me wrong, the book is good, but the title is misleading. It should have been called the TorqueScripters Guide To Torque :(
Don't get me wrong, the book is good, but the title is misleading. It should have been called the TorqueScripters Guide To Torque :(
#2
02/13/2007 (6:04 am)
Yeah that would make sense. I guess what I'm after is a master design doc to comprehend the thinking behind the structure of TGE source. The rest as you say boils down to DX and C++ knowledge which can be found elsewhere.
#3
Documentation is awesome. It really helps to understand an engine. The links I posted are some of the best references of the engine. Another great resource is just browsing the TGE Private forums.
Overall, though, the best way to comprehend the thinking behind TGE, is to open up the code and just rip *(#* apart like I have been for the past few years. No amount of documentation can compare to physically touch and recompiling the engine.
02/13/2007 (6:14 am)
I'm sure some others are gonna jump in on this, so I'm glad I can get this opinion in first:Documentation is awesome. It really helps to understand an engine. The links I posted are some of the best references of the engine. Another great resource is just browsing the TGE Private forums.
Overall, though, the best way to comprehend the thinking behind TGE, is to open up the code and just rip *(#* apart like I have been for the past few years. No amount of documentation can compare to physically touch and recompiling the engine.
#4
GPGT 2 covers this. Regarding said guide, I have two chapters to revise and the game that is made in GPGT 2 to finish. The editor and I are both working on this although I must say that I have am dismally behind my original schedule.
Regarding GPGT 1
I do apologize for your disappointment and I understand your statement regarding the title. However, it is my most sincere belief that when people have both books they will be well armed for both Torque Scripting and TGE C++ work.
Hall Of Worlds - For Gamers
EdM|GPGT
02/27/2007 (6:57 pm)
@Andy,GPGT 2 covers this. Regarding said guide, I have two chapters to revise and the game that is made in GPGT 2 to finish. The editor and I are both working on this although I must say that I have am dismally behind my original schedule.
Regarding GPGT 1
I do apologize for your disappointment and I understand your statement regarding the title. However, it is my most sincere belief that when people have both books they will be well armed for both Torque Scripting and TGE C++ work.
Hall Of Worlds - For GamersEdM|GPGT
#5
02/27/2007 (7:24 pm)
@Edward - Oh don't get me wrong - your book rocks. I just didn't read the fine print so to speak. So cool that you are making a book on the C++ source - looking forward to it. It's all money well spent I believe :)
#6
02/27/2007 (8:21 pm)
@Edward: looking forward to GPGT 2 too. Do you have any estimate date?
#7
@Gustavo - It would be unwise to give you a date, but I can say not too much terribly longer. Sorry for the ambiguity here, but that is the nature of product releases.
Hall Of Worlds - For Gamers
EdM|GPGT
PS - I'm not really supposed to call this GPGT 2, so I'll call it "my second book" just to add some more ambiguity. :)
02/27/2007 (10:56 pm)
@Andy - Not at all. I am only sad that you were disappointed at all. I truly want folks to enjoy my books and get what they want out of them. I do believe you'll be happy when my next book comes out. I do my best to help new and old Torque/C++ users get under the hood of the engine and get into advanced topics and C++ engine coding quickly.@Gustavo - It would be unwise to give you a date, but I can say not too much terribly longer. Sorry for the ambiguity here, but that is the nature of product releases.
Hall Of Worlds - For GamersEdM|GPGT
PS - I'm not really supposed to call this GPGT 2, so I'll call it "my second book" just to add some more ambiguity. :)
#8
The Source has baffled me for along time. I'll gladly purchase a book giving me insight on the actual source.
02/27/2007 (11:48 pm)
So when is this "second book" going to arrive at my door? I've been waiting on it for about 4 years now.The Source has baffled me for along time. I'll gladly purchase a book giving me insight on the actual source.
#9
03/25/2007 (7:37 am)
Same. I am very interrested in that. My plan is still to create most of my game in the engine's source, leaving only the gui in script. I hope the new book can help me with that.
#10
--Amr
03/25/2007 (6:04 pm)
What?? You're writing another GPGT which deals with the source??? Woah gimme!!--Amr
#11
03/25/2007 (6:50 pm)
@Edward...any chance we could get a sneak preview of the Table of Contents?
#12
Hall Of Worlds - For Gamers
EdM|GPGT
03/28/2007 (3:29 pm)
Regarding the second book, please take a peak at my Gamers site under the products page(see link below).
Hall Of Worlds - For GamersEdM|GPGT
#13
--Amr
03/28/2007 (3:47 pm)
Really looking forward to this! Some well-written, solid documentation on the engine source will be such a boon to use Torque'ers.--Amr
#14
03/28/2007 (3:54 pm)
Very nice work Edward!
#15
03/29/2007 (9:58 am)
Yea, a definite buy from my side on the vol 2
#16
03/29/2007 (11:30 am)
I'll definately buy vol 2.
#17
But, as documentation is one of the major reasons for buying torque, why is it we need to buy 3ed party publications to get documentation thats usable by the new/inexperienced game makers... which i happen to recall is the market/target audience that torque is aimed at?.
To be honest, when most people read "Full documentation" they expect the content that is in the 3 books put out by third party individuals... Not what we currently have, witch is documents only useful to experienced programmers, and not beginners on any level.
TDN doesn't count, most of the information is not created by the Staff at GG, and allot of it has already depreciated.
And diffidently don't say that dumping the comments, or reading the comments in the source or script counts...allot of that is vague, jargon, depreciated also.
You will find that day to day people post the same questions, mounting shapes, changing skins, weapons ETC...
This to me, means that documentation is lacking.
03/29/2007 (11:52 am)
Ill be getting it also.But, as documentation is one of the major reasons for buying torque, why is it we need to buy 3ed party publications to get documentation thats usable by the new/inexperienced game makers... which i happen to recall is the market/target audience that torque is aimed at?.
To be honest, when most people read "Full documentation" they expect the content that is in the 3 books put out by third party individuals... Not what we currently have, witch is documents only useful to experienced programmers, and not beginners on any level.
TDN doesn't count, most of the information is not created by the Staff at GG, and allot of it has already depreciated.
And diffidently don't say that dumping the comments, or reading the comments in the source or script counts...allot of that is vague, jargon, depreciated also.
You will find that day to day people post the same questions, mounting shapes, changing skins, weapons ETC...
This to me, means that documentation is lacking.
#18
Thanks Maurina for the books and improved TGE documentation.
03/29/2007 (12:04 pm)
@Allyn: Totally agreed. The books are the real Torque documentation. Most of the content for TGE in TDN are outdated and were not oficially created by GG staff. Actually, we buy the engine for $150 without any good documentation. The books are the real good documentation about it, thats a shame in my opnion.Thanks Maurina for the books and improved TGE documentation.
#19
However, now you've said the first book is "Torque: Under The Hood" where can you go next? "Torque: Behind the scenes"? "Torque: The source for the goose?"... hmmm maybe not.
03/29/2007 (3:50 pm)
Before you sell the book, please, please, please do an update of the code using Doxygen. That will be the most valuable resource of all. However, now you've said the first book is "Torque: Under The Hood" where can you go next? "Torque: Behind the scenes"? "Torque: The source for the goose?"... hmmm maybe not.
#20
03/29/2007 (4:05 pm)
If i compare the torque documentation to that of 3d gamestudio for example, they are surely lacking here and there. The 3d gamestudio manual just amazed me. It had a tutorial book with over 500 pages with just step by step tutorials, and there was a reference book where all the script functions/events were explained. That one had over 1000 i believe. I wouldnt call the doxygen docs documentation, it's like reading comments. Maybe to see the structure a little but still. The scripting docs aren't that big either. It's lacking here and there and only explain most very globally. Nevertheless i will stick with GG, what they're doing is great. And i know how it can be having to write manuals.
Employee Michael Perry
ZombieShortbus
Engine Overview
TGE SDK Documentation
TDN
Regrettably, I've yet to purchase a book geared directly toward TGE development. Most of my C++ references and problems usually require me to dig into C++ Primer, Machine Architecture, MUD Game Programming(my favorite), Optimization Cookbook, and so on.
Hope this helps. . .