Where do i start?
by Courtney Robinson · in General Discussion · 05/31/2010 (8:55 am) · 4 replies
I've set myself a challenge for the summer to create a 3D game even if it's as simple as moving a 3D character around a scene.
Problem is, i've never done 3D programming before. I'm well verse at java, confident with C# and know my way around C++. Among those i am a very capable web developer with php javascript and a bit of ASP.net in my arsenal.
I've started playing around with java 3d and jogl then a brief look at C++ with opengl.
Now i've come to a decision that i want my little app to be web based so i looked up a few things, found JOGL and some spin offs such as lwjgl and JME, then Unity3d and now Torque.
I did a bit of reading up and torque seems to be the more stable choice, not only that it seems to be the most affordable for a little summer project.
I'm downloading the demo now to see if i can salvage anything but i thought i'd ask the pros and here the thoughts, ideas and suggestions for a complete newbie.
Where do i start with Torque?
I've always found diving head first into coding and modifying an existing program leveraged my understanding very fast but is that an advisable route? Considering this isn't your everyday joe of a programming job. If so are there any readily available demos to start with?
any thoughts, pointers and suggestions are welcomed,
thanks in advance.
Problem is, i've never done 3D programming before. I'm well verse at java, confident with C# and know my way around C++. Among those i am a very capable web developer with php javascript and a bit of ASP.net in my arsenal.
I've started playing around with java 3d and jogl then a brief look at C++ with opengl.
Now i've come to a decision that i want my little app to be web based so i looked up a few things, found JOGL and some spin offs such as lwjgl and JME, then Unity3d and now Torque.
I did a bit of reading up and torque seems to be the more stable choice, not only that it seems to be the most affordable for a little summer project.
I'm downloading the demo now to see if i can salvage anything but i thought i'd ask the pros and here the thoughts, ideas and suggestions for a complete newbie.
Where do i start with Torque?
I've always found diving head first into coding and modifying an existing program leveraged my understanding very fast but is that an advisable route? Considering this isn't your everyday joe of a programming job. If so are there any readily available demos to start with?
any thoughts, pointers and suggestions are welcomed,
thanks in advance.
#2
I going on what you said i think a
code code read code code is more likely with me lol
Still just looking at the demo and will have a look at
the scripts. May sound really weird but a GUI is scary haha
I'm going to see what i can do with demo scripts when i find them
and will post back if i have any more questions.
thanks again.
05/31/2010 (12:34 pm)
Coolio, very detailed response thank you.I going on what you said i think a
code code read code code is more likely with me lol
Still just looking at the demo and will have a look at
the scripts. May sound really weird but a GUI is scary haha
I'm going to see what i can do with demo scripts when i find them
and will post back if i have any more questions.
thanks again.
#3
Getting it working and getting it working WELL are the same thing in games. If it's shoddy, no one will want to play it.
06/02/2010 (1:12 pm)
code code read code code will result in forging bad habits and having a lot of trouble breaking them.Getting it working and getting it working WELL are the same thing in games. If it's shoddy, no one will want to play it.
#4
06/04/2010 (2:51 am)
That's a fair point but i've gotten into the habbit of working that way and as i go along apply OOP concepts i've learnt so i can always quite easily trace bugs etc. Often times my code is quite easily scalable and understandable, while i may do more coding than anything else i think about what it is i'm doing so that it doesn't create issues later. So fair point but i don't think it applied to me. And did u mean "Getting it working and getting it working WELL are the same thing in games. " or that they are NOT the same thing?
Community Manager Michael Perry
ZombieShortbus
I usually have a single piece of advice I like to give out in general situations:
Read. Read Code. Code
I learned this mantra in school and it has not let me down yet. No one ever responds as to how well it worked out for them, though, so do with it as you will =). After all, I'm told I'm one of the few people that reads documentation and game manuals first before diving in. Here is how I apply it to Torque:
Read - The documentation and forums. Pick a spot that you are interested in, such as the TorqueScript. There is a guide in the Torque 3D docs that covers overview, syntax, and usage. There are some good tips and questions in the forums regarding TorqueScript, so they can be valuable as well.
Read Code - We can use TorqueScript as the example again. Let's say you have read the docs and have a good grasp of the syntax. Before writing your own code, read through the samples in the documentation and what the demos contain. The projects that ship with the demo, binary, and pro versions of Torque 3D provide a lot of sample TorqueScript code. You can also find a lot of sample code in the forums. The most useful threads (for a beginner) involve "How do I _____" and "Why does this not work? You can learn by reading the solutions others came up with.
Code - The fun part...try writing some code. Create a few global variables that change the game play, create some custom game play functions, and so on. If you get stuck, you now know where to look for examples (docs), where to get help (forums), and where to find examples (other demos).
You can get a lot done using just the editors and script. When you get to the point where you really want to tear things apart, the source code (C++) is available with the pro version. For what you initially proposed (simple 3D world and game play), our demo is a great place to start and the binary ($100) will allow you to finish up. The FPS example project that ships with T3D contains a lot of sample assets and basic FPS game play. I'd recommend using that as your baseline.
If you have specific questions, just let me know. It's easier to guide someone once you get past the general start.