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Usefulness of TGEA Documentation

by Ryan Neighbour · in Torque 3D Professional · 08/26/2009 (9:11 pm) · 1 replies

The more I play around with T3D the more I realize that aside from making pretty maps I really have no idea what I'm doing.

I'm working on a simple project that I've made some maps for and I'm itching to get some actual gameplay started. The problem is that I don't really know how T3D or it's systems really work.

Unfortunately the docs aren't completed yet (great work on what's been finished though!) so I figured that I'd start by going through the TGEA docs on scripting. Is this a viable approach until the docs are done or has too much changed from TGEA to T3D?

Cheers!

About the author

Just started an M.Sc. in Electrical and Computer Engineering during which I'll be investigating the use of Agent Based Models in the field of Epidemiology. Aside from that, trying to get my first indie project off the ground and having a blast doing it.


#1
08/26/2009 (9:20 pm)
Sure. With minor exceptions everything that I ever learned in TGE (script-wise) is still relevant in Torque3D. For that matter, things that I learned in Tribes modding have been of value. Torque script hasn't changed over the years. A few console commands linked to the engine may have been replaced/deprecated/added, but the language and the conventions are just the same as they've always been... with a little "sugar" thrown in over the years.