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Grabbing Torque by the Horns!

by Dark Tengu · 06/27/2006 (4:04 pm) · 6 comments

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. ;)

#1
06/27/2006 (4:13 pm)
Feel free to post those mini-essays! ;)

Hearing how others have learned is a great way to learn yourself. Good luck!
#2
06/27/2006 (4:18 pm)
@Eastbeast314

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.
#3
06/27/2006 (4:23 pm)
Good luck Marcus!

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.
#4
06/27/2006 (4:50 pm)
To learn torque, I followed one pure and simple rule:

"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.
#5
06/27/2006 (5:00 pm)
@Maxwell

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). :)
#6
06/29/2006 (3:49 pm)
Steven Covey (7 habits of highly effective people) explained it best (to me) and Marcus has hit upon it: when trying to learn something new, approach it as if you will have to explain it to someone else when you're done. So, read up on the object types from the point of view that you're going to have to explain in to someone else when you're done. Writing it down works great, too!

Don't forget to DO something with what you learn!