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Grabbing Torque by the Horns!
Grabbing Torque by the Horns!
| Name: | Marcus | |
|---|---|---|
| Date Posted: | Jun 27, 2006 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Marcus |
Blog post
To be honest, up until now I (like many others) have blamed the tools for my lack of finishing a project. I have struggled with Torque technology for some time now. A realization that I came to lately is that the only thing holding me back is myself and my lack of discipline to TRULY learn how Torque works and HOW it should be used.
I bought 3DGPAI1 about a year ago and was very confused with the jump that happens between chapter 3 and chapter 4. I was discourged and I put the book aside. When GPGT came out I was very excited. I made some good progress through the book and eventually became lost again.
Recently while thinking about why my approach to Torque was so difficult. I came to the conclusion that I had such a weak foundation of how torque works at a rudimentary level. I couldn't ever remember the difference between a SimObject and a SceneObject. I started digging around looking for all of the information I could find about the basics of Torque (i.e. Objects, namespaces, Datablocks, ect...). I came to the conclusion that I should treat these subjects as if I had to teach it to someone else.
I have started writing mini-essays on each of these core subjects. I can't even begin to tell you how much this has helped me to understand how Torque works. I have new hope for learning Torque. I think that as I have this solid foundation that the rest will fall into place.
I hope that this helps encourage others out there struggling to learn Torque. Just turn off the TV and start writing some mini essays/lessons on the basic elements of Torque and it will come together for you. Good luck everyone. I hope to be posting some snapshots very soon. ;)
I bought 3DGPAI1 about a year ago and was very confused with the jump that happens between chapter 3 and chapter 4. I was discourged and I put the book aside. When GPGT came out I was very excited. I made some good progress through the book and eventually became lost again.
Recently while thinking about why my approach to Torque was so difficult. I came to the conclusion that I had such a weak foundation of how torque works at a rudimentary level. I couldn't ever remember the difference between a SimObject and a SceneObject. I started digging around looking for all of the information I could find about the basics of Torque (i.e. Objects, namespaces, Datablocks, ect...). I came to the conclusion that I should treat these subjects as if I had to teach it to someone else.
I have started writing mini-essays on each of these core subjects. I can't even begin to tell you how much this has helped me to understand how Torque works. I have new hope for learning Torque. I think that as I have this solid foundation that the rest will fall into place.
I hope that this helps encourage others out there struggling to learn Torque. Just turn off the TV and start writing some mini essays/lessons on the basic elements of Torque and it will come together for you. Good luck everyone. I hope to be posting some snapshots very soon. ;)
Recent Blog Posts
| List: | 07/17/07 - Torque Wii Port 03/05/07 - An enemy becomes a friend... 06/27/06 - Grabbing Torque by the Horns! |
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Submit your own resources!| Tom Eastman (Eastbeast314) (Jun 27, 2006 at 23:13 GMT) |
Hearing how others have learned is a great way to learn yourself. Good luck!
| Marcus (Jun 27, 2006 at 23:18 GMT) Resource Rating: 5 |
I honestly would post them, but ... it would kindof defeat the message that I wanted to get across. Maybe I will post them a little down the road when I have them refined. I actually would like to make VTMs for Torque eventually. The 3D Buzz Unreal VTMs REALLY helped me out a lot and I think that others could benefit from something similar for Torque.
| Todd Pickens (Jun 27, 2006 at 23:23 GMT) |
Being a big believer in the "learn by doing" philosophy, I jumped in with both feet and made a content pack as a means of learning TGE. Now I am finishing another which will really explore some of the possibilities of torque, to include extensive sound work and a couple other very cool things.
| Maxwell Marsh (Jun 27, 2006 at 23:50 GMT) |
"If you don't know what you are doing, don't do it."
That way, if I wanted to do something, I'd learn about it and master that area, so you branch out more effeciently. (Pardon my spelling)
It's just my opinion, if you don't like it, I have others.
| Marcus (Jun 28, 2006 at 00:00 GMT) Resource Rating: 5 |
It sounds more like your rule should be:
"If you don't know how to do something, learn how to do it."
I would certainly agree with the branching out part. I think that was why I failed so many times before. I sortof knew what I was doing, but it was by no means a solid foundation. I'm working on the trunk now and I am sure the branches won't be difficult to grasp with a solid trunk (that was pretty lame). :)
| Dan "Nerseus" Jones (Jun 29, 2006 at 22:49 GMT) |
Don't forget to DO something with what you learn!
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