Game Development Community

How to do stuff..

by Brian Irvin · in Torque X 3D · 08/23/2009 (3:45 pm) · 9 replies

Ok first off let me say im cable of making 3d scenes-collision detection, I am abble to do 3d stuff with XNA. My question is ok starter project has terrain and skybox....how do you add buildings, and other stuff and maake it so that the camera doesnt fly through it. Also when making building does toque x 3d aut o generate the collision messs or do i have to prgram that in? That was the one thing holding me back from making a 3d game was geting collision going in a room everything else is kinda easy. I assume i can use .x models in torque x also.

#1
08/23/2009 (6:46 pm)
There's a lot of questions here that each need a lot of explaining. The short version is this... Torque X is a very component-driven framework. Objects are added to the scene and then need to have additional components added to them in order to render, have collisions, react to gravity, take user input, and so on. The best way to start (without the book) is to dissect the FPS Demo that comes with the engine. It covers all of these topics to create a basic shooter game. Also, you can use .X and .FBX models as long as they are static. Torque X does not animate those model formats for you.

John K.
www.envygames.com
#2
08/23/2009 (8:48 pm)
What format do i need for animated models? Dts or w/e it was for TGE?
Also does the Torque X book cover 3d games such as this or just 2d games?
#3
08/23/2009 (9:47 pm)
Animated models should be in the DTS format used also by TGE. The book covers 3D as well as 2D, and a number of other related topics, like GUI, sound, effects, etc.

John K.
www.envygames.com
#4
08/24/2009 (11:53 am)
ok cool. After looking at some reference on components i came across a rather interesting one "T3dMountComponent, which i assume is used to mount guns to players, turrets on vehicles/ships, and players to mounts in mmos, or other games
#5
08/29/2009 (7:26 pm)
Yes, exactly, you can use this to mount a child object to a parent object. Then the child will inherit the translation of the parent.

John K.
www.envygames.com
#6
08/29/2009 (9:07 pm)
I forgot how cool torque was. The only thing that held me back from modding TGE was the fact it was in C++, but now they made one with C#. Now if i can just get my hands on the book ill be set.
#7
08/30/2009 (5:00 am)
I really wish that book would be available in PDF e-book format, especially for international developers. Too bad the author has no say in the matter. My passion around Torque X and XNA is clearly the beauty of the C# language and VisualStudio's incredible editor features from Intellisense to Code Snippets to Code Refactoring.

John K.
www.envygames.com
#8
08/30/2009 (5:00 am)
(double post)
#9
11/26/2009 (9:25 pm)
Maybe you could make a "product" that GG can host that people like us buy like a regular engine, except its a book (in pdf)?