Game Development Community

Creating a blank sheet

by Johnathon · 11/04/2007 (1:41 pm) · 3 comments

I started reading through my Game programming All-In-One book last night and found that it would be nice to have a complete blank slate to work with. So I'm going to start working on getting the torque engine running without the use of the 'common' & 'starter' folders.
I want to create a simple main.cs that will open a blank canvas, with no other dialogs loaded, and no other scripts running. At this point I can start writing my 'example' scripts and executing them either through the main.cs or via the console. For new datablocks and things I can create a basic terrain environment and load them through the console.
I want to startout without using any pre-coded scripts, otherwise I won't really learn anything. I can refer to the starter scripts for examples, but I want to make sure my examples are 100% my code.

#1
11/05/2007 (5:24 am)
Good way to start Johnathon. Good luck. If you need a reference for starting from scratch, check out the tutorials I've written, and look for some TorqueSchool classes I'll be publishing soon.
#2
11/05/2007 (12:46 pm)
Interestingly enough, this is how I created Fractured Universe. I used MyDreamRPG's MMO Kit and a few other starter kits as reference, but everything I put into the game was written from scratch. Doing it this way, I learned a lot about Torque and Torque Script and I got a decent game up and running in about 90 days.

A side-effect, though, was that the new screipts weren't compatible with the editors (GUI, Terrain, World).

That turned out to not be a "bad thing" because it forced me to think outside of the box and I ended up with something better.
#3
11/06/2007 (6:17 pm)
When I tried to learn C++ I spent most the time copying and pasting code. 4 years later I still can't write anything in C++ lol. I don't want Torque to share the same fate.