Questions about templates and network
by Manuel M · in Torque 3D Beginner · 09/30/2012 (3:37 am) · 2 replies
Hello there,
Some months ago I tried to learn Torque3D seriously, but I have been busy from long time, so now I am back again! now I have a bit more time.
The last time I learned some things like making a building collisions, triggers, import character, weapons, etc, but I was confusing with one thing, and I am confusing today with the same thing, I explain.
Torque 3D works different than other engines I use, for example, in Torque 3D if I want to use Physics I want to put it into a script (if I remember well...), in other game engines, I just have to use the commands for use physics. Another thing and the most confused for me, it is the templates... When I want to make a videogame, I like make all for myself, because if not, I am lost with the template code, so my real problem are the templates, anyway I can learn how to use T3D with it but I need some tips from you.
My objetive is to make multiplayer games, I want to make a simple test, in it I want to make:
- Players can see the other players with client prediction.
- No weapons, no shooting...
- Players can interact with objects like doors or triggers for turn on/off lights and all players have to see all this in real time.
- One enemy go to a random player some times.
- Players can pick items like keys.
- Using physics for some objects like boxes that fall from something.
Is it difficult to make in T3D? how hard is the T3D network library?
I suppose that I need to use some template like Full PhysX or something, or I am wrong?
What do you recommend me?
Another question. I bought T3D at time ago, now T3D is open source for all, what version should I use? My current version or the new open source version?
Thank you very much!
Some months ago I tried to learn Torque3D seriously, but I have been busy from long time, so now I am back again! now I have a bit more time.
The last time I learned some things like making a building collisions, triggers, import character, weapons, etc, but I was confusing with one thing, and I am confusing today with the same thing, I explain.
Torque 3D works different than other engines I use, for example, in Torque 3D if I want to use Physics I want to put it into a script (if I remember well...), in other game engines, I just have to use the commands for use physics. Another thing and the most confused for me, it is the templates... When I want to make a videogame, I like make all for myself, because if not, I am lost with the template code, so my real problem are the templates, anyway I can learn how to use T3D with it but I need some tips from you.
My objetive is to make multiplayer games, I want to make a simple test, in it I want to make:
- Players can see the other players with client prediction.
- No weapons, no shooting...
- Players can interact with objects like doors or triggers for turn on/off lights and all players have to see all this in real time.
- One enemy go to a random player some times.
- Players can pick items like keys.
- Using physics for some objects like boxes that fall from something.
Is it difficult to make in T3D? how hard is the T3D network library?
I suppose that I need to use some template like Full PhysX or something, or I am wrong?
What do you recommend me?
Another question. I bought T3D at time ago, now T3D is open source for all, what version should I use? My current version or the new open source version?
Thank you very much!
#2
Thank you very much Michael.
10/01/2012 (1:02 am)
Great, I will try with that template, I will to use the full template to learn some things and apply it in my game.Thank you very much Michael.
Associate Michael Hall
Distracted...
For your stated needs I would start with the Empty PhysX template and build upon that. This will give you a physics enabled build, and you start with a mostly empty set of scripts. Physics Shapes do require a datablock to define their properties.
You may have to add the find/join server guis and relevant script to the Empty template (examples in the Full Template), but multiplayer networking itself is built into Torque already.
To add players to the empty you will need a player datablock and some script callbacks for the Player class. Again, there are examples of this in the Full template.
All other functionality you describe (keys, object interation, etc) have been demonstrated in various Resources.
You could start with the Full PhysX template, but you'll likely need to remove some bits of it since it includes gameplay script you may not need or want. For a beginner this may be more practical if the Empty template is too bare.