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Plan for Ed Averill

by Ed Averill · 10/18/2005 (10:57 am) · 7 comments

Ok, actually invested some cash in a few nice things to have to make my Torque life easier!

Picked up the Lighting Pack first, too many goodies in there to not have, and the price is right.

Then grabbed Cartography Shop and the Pipeline for Torque. Quark makes my head hurt and my ulcer flare up. I liked the demo so I'll use it for now, we'll see how things go once Constructor ships.

A trip to Barnes and Noble this evening, to see if they have Ken Finneys book(s) in stock.

Spending lots of quality time with tutorials, watching the IGC videos, reading eight bazillion forum posts, installing the TBE, getting my old Eclipse books out, installing Blender, peering through the Blender docs, wondering if I shouldn't reinstall Milkshape as well, wishing I had the money for Max, deciding I'd rather buy a scooter with that kind of cash, and wondering if I shouldn't be saving up for a dual-core AMD64 system.

My head, despite all this, did not explode as I thought it might. ;-p

About the author

Programmer, writer, game developer. Born in Florida, lived all over the U.S. Now in Austin, TX!


#1
10/18/2005 (11:03 am)
If I might suggest.

A great way to learn is to go and read every single resource. Every code snippet, every how-to ..... EVERYTHING.

You'll learn a ton.

Reading .plans is good too. I read every resource and every .plan (It took me like 20 hours) and I learned tons.
#2
10/18/2005 (11:17 am)
if youre not planning to pick up max or maya, the latest version of milkshape+ms2dtsexporterplus is your best bet. plus, ken uses milkshape in his book.
#3
10/18/2005 (11:19 am)
Yea I won't use Quark.. been waiting for Constructor.
#4
10/18/2005 (11:22 am)
i just dont see why everyone hates quark so much. i messed around with it a few weeks ago, creating some irregular meshes and simple structures. it really doesnt seem that difficult to me.
#5
10/18/2005 (12:14 pm)
I agree completely with Chris: read the resources (and implement them), the how-tos, and the .plans...in other words learn Torque by absorption instead of probing into specifically what you need for your idea(s). It sounds inefficient, but it really does work!

I spent a good 6+ months of (indie) time doing exactly that until I started implementing my specific goals in earnest, and it worked wonders for my understanding of the extremely complex and large concept that is Torque!
#6
10/18/2005 (3:16 pm)
I have to agree with Chris and Stephen... READ the resources and implement them! Also a good bet is K. Finney two books: "3D Game Programming All In One" and "Advanced 3D Game Programming All In One". Another good resource is "Essential Guide to Torque" byEdward Maurina
#7
10/19/2005 (10:52 am)
Wow, thanks for all the suggestions!

I'm going to spend a lot of time digging through the resources and forums here, I've been working my way backwards through the "getting started" stuff.

I'm going to go ahead and reinstall Milkshape, I find it easier to use than Blender!

Yeah, Barnes and Noble didn't have the books in stock, looks like Amazon.com is going to get my money! I think I can get a deal on both books, will have to check.

Great community here, by the way! :-)