TGE Structure?
by thamonkey king · in Torque Game Engine · 09/18/2003 (9:22 am) · 6 replies
Just curious if there is any documentation or resource or such that explains the overall structure or organization of the torque. I've tried to read books on game architecture theory, etc., etc., but they are long, and boring, and have words in them...
I'm thinking of something geared towards torque with maybe just a general overview that explains the order the scripts are called in and why, and how all these different "pieces" fit together. If something like this doesn't exist, maybe it might be a good idea for someone to look into making. I think this would be a brilliant resource for newbies, and would help bring some order to the torque.
j037
I'm thinking of something geared towards torque with maybe just a general overview that explains the order the scripts are called in and why, and how all these different "pieces" fit together. If something like this doesn't exist, maybe it might be a good idea for someone to look into making. I think this would be a brilliant resource for newbies, and would help bring some order to the torque.
j037
About the author
#2
Thats very helpful - glad to see the documentation has finally been updated. But I guess I didn't explain myself very well. I'm kind of looking for something that describes how an actual game flows (the fps for example). I'm not looking for someone to hold my hand, but I'm just trying to figure out how it is all organized - in this case, at least.
I'm looking for a document that tells us the structure and order of the fps mod, for example. Like "main.cs calls the title screen, which, depending on what is chosen, in turn calls the game, which first spawns the terrain, then the static objects, then the player object, etc." I'm trying to start my own game, and I can't seem to figure out where to start, and I think knowing the structure of a typical game might help me understand what I need to do and where to do it for my game. I'm not sure if it is possible to document something as vague as this, but a typical example or some-such would be a nice starting point.
Hopefully this makes sense,
and thanks for responding,
j037
/EDIT/
Or maybe there is someplace where other Torque developers shared how they got their games going, how they started, what they did, etc.?
09/19/2003 (7:51 am)
Thanks Ron,Thats very helpful - glad to see the documentation has finally been updated. But I guess I didn't explain myself very well. I'm kind of looking for something that describes how an actual game flows (the fps for example). I'm not looking for someone to hold my hand, but I'm just trying to figure out how it is all organized - in this case, at least.
I'm looking for a document that tells us the structure and order of the fps mod, for example. Like "main.cs calls the title screen, which, depending on what is chosen, in turn calls the game, which first spawns the terrain, then the static objects, then the player object, etc." I'm trying to start my own game, and I can't seem to figure out where to start, and I think knowing the structure of a typical game might help me understand what I need to do and where to do it for my game. I'm not sure if it is possible to document something as vague as this, but a typical example or some-such would be a nice starting point.
Hopefully this makes sense,
and thanks for responding,
j037
/EDIT/
Or maybe there is someplace where other Torque developers shared how they got their games going, how they started, what they did, etc.?
#3
Very few games are procedural anymore, almost all are object oriented and event driven now, so the "flow" is how ever the events happen.
The "flow" or whatever you are looking for is how ever the programmer decides to make it. Even with Torque every game will be different.
09/19/2003 (9:03 am)
The problem is that there is not "right" answer to your question. There is no "archtypical" game that every other game engine follows.Very few games are procedural anymore, almost all are object oriented and event driven now, so the "flow" is how ever the events happen.
The "flow" or whatever you are looking for is how ever the programmer decides to make it. Even with Torque every game will be different.
#4
j037
09/19/2003 (10:35 am)
Yeah, I kind of figured as much. I was just hoping to find an example to get a very general idea of how one team has done it. Thanks anyway.j037
#5
09/19/2003 (11:18 am)
The example game shows one way of doing it. Although it is very basic, it is complete.
#6
thanks,
j037
09/19/2003 (1:04 pm)
Yeah, but I'm looking for some sort of walkthrough or explanation or little blurb that describes whats going on with the example game. I'm having a heck of a time tracing through everything on my own, and a little documentation would be wonderful.thanks,
j037
Associate Ron Yacketta
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4464