Some basic questions
by Jonathan Rose · in Torque Game Engine · 06/19/2003 (6:40 pm) · 8 replies
Alright, im a total noob, not only to torque, but programming in general... I bought this because I thought it would be a great learning experience, oh, and it has... I bought it a few months ago, but im still not very sure about how to use it at all, ive put well over 400 working hours into it, and still cant figure out which file is used as the main file (the file you compile with) Ive thought it was WinWindows, or game.cc, but im not sure...
anyway, could someone experienced tell me what it is?
also, I have some other questions
1. Is Torque a good engine to turn into a high speed platformer?
2. If I want the minimum requirements to be a p3 with around 650+ megahertz, and a 16 megabyte graphics card, along with around 128 megs of ram, what kind of poly count should I expect to get out of emphasized models (main character, bosses, etc.) and what frame rate should I expect?
3. could someone point me out to some beginner tutorials?
4. Could someone point me towards detailed physics engine code? Im thinking something with high speed action involving running along walls when at high enough speed, along with being able to do loops, and other things (Sonic style if you will)
5. Does Borland C++ 6.0 work with this, or will I need MSVC++
thanks in advance.
anyway, Im fifteen, and looking to learn more advanced programming... I am still overwhelmed by Torque, and all of its different Header and Source files. Also, im confused as to why my dream weaver is trying to open some of the C++ source.
Im trying to do a solo freeware project right now, although I might go a little more commercial in the future.
anyway, could someone experienced tell me what it is?
also, I have some other questions
1. Is Torque a good engine to turn into a high speed platformer?
2. If I want the minimum requirements to be a p3 with around 650+ megahertz, and a 16 megabyte graphics card, along with around 128 megs of ram, what kind of poly count should I expect to get out of emphasized models (main character, bosses, etc.) and what frame rate should I expect?
3. could someone point me out to some beginner tutorials?
4. Could someone point me towards detailed physics engine code? Im thinking something with high speed action involving running along walls when at high enough speed, along with being able to do loops, and other things (Sonic style if you will)
5. Does Borland C++ 6.0 work with this, or will I need MSVC++
thanks in advance.
anyway, Im fifteen, and looking to learn more advanced programming... I am still overwhelmed by Torque, and all of its different Header and Source files. Also, im confused as to why my dream weaver is trying to open some of the C++ source.
Im trying to do a solo freeware project right now, although I might go a little more commercial in the future.
#2
06/19/2003 (7:58 pm)
Thanks, I heard more along the line of 3600 triangles, but thanks anyway... the tutorials will be helpful, so thanks again!
#3
You mentioned that we should be able to compile with Borland C++ - do you know how to do this, or maybe a post or tutorial with directions? I haven't had any luck myself, and judging by other posts, it might not be possible. Any help on the subject would be great, and thanks in advance.
-j037
06/20/2003 (9:38 am)
Hey GoldZero,You mentioned that we should be able to compile with Borland C++ - do you know how to do this, or maybe a post or tutorial with directions? I haven't had any luck myself, and judging by other posts, it might not be possible. Any help on the subject would be great, and thanks in advance.
-j037
#4
06/20/2003 (9:47 am)
Hmmm, is everyone here 15 like me, or am i hallucinating ?
#5
Edit: What do you mean by the main file ;) You may be looking for the main function in game.cc.
06/20/2003 (11:40 am)
Torque has not, to my knowledge, been tried with Borland C++. However, you can use gcc under Windows and it will work out of the box. (It should work with Borland but you will have to mess with it) In any case, I suggest MinGW for GCC because it compiles to native Win32 binaries instead of Cygwin which still uses Cygwin DLLs for executeables last I knew.Edit: What do you mean by the main file ;) You may be looking for the main function in game.cc.
#6
well, at least now I know how to play around with the editors, though I still am not good with the terain editor. and I cant figure out where the toolbar is for the GUI ediotor (im running the game in fullscreen mode btw)
I hadnt noticed the ammount of 15 year old programmers on this board... Its nice to know im not alone, even if it is somewhat rare for people to start at this early an age.
06/21/2003 (3:27 am)
Um, could it be possible for you to tell me where I could get MinGW and GCC, because im really confused, and it would help remove the cofusionwell, at least now I know how to play around with the editors, though I still am not good with the terain editor. and I cant figure out where the toolbar is for the GUI ediotor (im running the game in fullscreen mode btw)
I hadnt noticed the ammount of 15 year old programmers on this board... Its nice to know im not alone, even if it is somewhat rare for people to start at this early an age.
#7
06/26/2003 (1:49 pm)
I started programming when I was 15 and now I do it for a living. I'm 26 now, and I love sitting in my cubical. I've just recently bought the TGE, and I'm looking forward to creating my first game. I'm still in the design phase right now, getting all the ideas and concepts in place first. Realm Wars looks neat, I may join up with them to get some experience. I've always dreamed of being a game programmer, but I've lived my life in the desktop app, web, and database realm forever. It is awesome that there are 15 year olds out there that are putting forth effort to build their dreams.
#8
Can I also recommend that for your first game you aim at something which is "managable". Something like a simple puzzle game, kindda like Tetris. The chances of you actually finishing it becomes exponentially greater.
06/27/2003 (1:18 am)
Johnathan, I probably wouldn't fuss too much about modifying the engine code just yet just compile it and get it running, if anything try playing around with the script files instead.Can I also recommend that for your first game you aim at something which is "managable". Something like a simple puzzle game, kindda like Tetris. The chances of you actually finishing it becomes exponentially greater.
Torque Owner Adrian S
1. If you want it to be 3D like mario or sonic adventure or something like that, it shouldnt be too hard. 2D is another matter.
2. I'm not a modeller, so I'm not sure about this. I would guess something around 1000 triangles per character with about 30-40 fps, but I might be completly wrong.
3. Try this: http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=2119
4. Can't help you out with that, sorry...
5. It should work fine.
BTW if you need any help with your game story-wise, AIM me at GoldZero2001.
Good luck!