Programming in Torque Script...
by Greg Albright · in General Discussion · 10/19/2011 (8:02 am) · 4 replies
Ok, I am up to speed on the modeling pipline for Torque. I think I have a good grasp on bringing objects into Torque 3d, using the modeling tools, I can also now set up my nodes so that my models get converted into DTS format intact.
I am taking another run at Torque script. Wow, Torque script(or rather the complete game engine source) is really hard to grok. But it is a big project, so that is normal I guess.
I want to tinker with it, but I am afraid I might break something.
For example... As a learning exercise I have a really simple game design in mind. A galaga clone done in 3d if you will.
I can overload the exiting infrastructure with scripts in game. But in my mind I am leaving all that cruft in there. All my previous game programming experience comes from Darkbasic, and XNA, where you start off with a clean slate, and get a chance to grok the code from the ground up.
So lacking any sort of inspired question at this point... Am I the only person who experiences this with torque?
I am taking another run at Torque script. Wow, Torque script(or rather the complete game engine source) is really hard to grok. But it is a big project, so that is normal I guess.
I want to tinker with it, but I am afraid I might break something.
For example... As a learning exercise I have a really simple game design in mind. A galaga clone done in 3d if you will.
I can overload the exiting infrastructure with scripts in game. But in my mind I am leaving all that cruft in there. All my previous game programming experience comes from Darkbasic, and XNA, where you start off with a clean slate, and get a chance to grok the code from the ground up.
So lacking any sort of inspired question at this point... Am I the only person who experiences this with torque?
About the author
I feel I have to explain my avatar. That was the first thing I did in Sculptris that didn't explode all over the place. Version 2. ZOMG when you guys where helping me switch to max why didn't you say Mudbox? Oh wait you did and I ignored you.
#2
10/19/2011 (3:54 pm)
You are not alone having issues with this. However, you can have a look at this document; it's a sample from an official tutorial (soon to be released) that explains tons of stuff. You might also want to check the user submitted tutorials/resources, especially the ones listed on the product page (the simple FPS/tactics game tutorials are quite good IMO and take you through different tasks). I do agree with you on the fact that an "empty" template should not contain that much code... It's very, VERY confusing, even more for beginners. Good luck with your project.
#3
Setting up the Torsion and C++ build was one of the first things I did with Torque.
Right now I am muddling through ShapeBase to try and figure out how to make my own novel objects, while retaining the gooey creamy center of Torque for collision, and physics and what not.
10/20/2011 (8:31 am)
Ive worked through both of those tutorial, but thanks for the link anyhow.Setting up the Torsion and C++ build was one of the first things I did with Torque.
Right now I am muddling through ShapeBase to try and figure out how to make my own novel objects, while retaining the gooey creamy center of Torque for collision, and physics and what not.
#4
So no. You're not alone. I wish you good luck on your project.
11/03/2011 (9:10 am)
I spent over a year trying to figure out TorqueScript because operations as simple as changing an object's sprite took hours to debug. The outdated tutorials with calls to functions that no longer exist and the incomplete reference didn't help either. And don't even get me started on the PSK, which advertised as being entirely written in TorqueScript only to have me discover that it WASN'T written in TorqueScript after months of dissecting the code to figure out how it worked.So no. You're not alone. I wish you good luck on your project.
Torque 3D Owner Thomas Bang
No. You are not alone.