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Digital Content Orientation.

An artists impression of the torque file structure, with brief annotations help smooth the early stages of torque media creation.

Author Architecture@Uni Melbourne Date 01/19/2002 (11:57 am) Comment 5 comments

Recompiling changes to the console parser grammar

If you want to change the grammar of the console parser, you must make changes to scan.l and/or gram.y, but unless you have the http://www.mks.com/ parser tools it's not immediately obvious how to recompile those files. Here's how.

Author Joel Baxter Date 01/12/2002 (8:40 am) Comment 4 comments

Inventory v3 Tutorial

This is Inventory v2 but it has been modified to use My new Inventory Manager which is also required for this tutorial.

Author Tim Newell Date 01/12/2002 (8:39 am) Comment 25 comments

Incorporating a parser into your project

These are instructions for using .l (tokenizer definition) and .y (parser definition) files in your TGE-related project. I'm going to briefly mention a couple of things about the files themselves, then discuss how to incorporate them into VC++, and finally make some suggestions (untested) about incorporating them into the TGE makefile system, for people on other platforms or who do not use VC++ in Windows.

Author Joel Baxter Date 01/12/2002 (8:38 am) Comment 2 comments

Inventory Manager Tutorial

This is an Inventory Manager that is written in C++, contained in the Player class and accessed and manipulated through scripts. This tutorial covers adding it to your engine and modifying the scripts to use it instead of the scripted inventory system.

Author Tim Newell Date 01/10/2002 (8:34 am) Comment 62 comments

Precipitations Tutorial

This tutorial will help you get Rain and Snow into your game

Author Xavier "eXoDuS" Amado Date 01/05/2002 (12:33 pm) Comment 20 comments

ODBC / Database support in Torque

These files add basic ODBC support to the Torque engine.

Author Andrew Dubinsky Date 01/01/2002 (9:42 am) Comment 22 comments

Explaining horizSizing and vertSizing

An explanation of the horizSizing and vertSizing properties of gui objects.

Author Tim "Zear" Hammock Date 01/01/2002 (9:39 am) Comment 8 comments

ROAM demo with DirectX7

This is a ROAM demo made with DirectX7, with also a not so good skydome... ROAM is the Real-Time Optimally Adapting Mesh used for rendering dynamic level of detail terrains.

Author Alexander "Nanaki" Traverso Date 12/28/2001 (8:33 am) Comment 3 comments

Numeric Health Indicator

This tutorial will help you make a numeric health display.

Author Xavier "eXoDuS" Amado Date 12/21/2001 (2:43 pm) Comment 8 comments