Question about torque
by Daniel O'Malley · in General Discussion · 03/09/2004 (8:40 am) · 13 replies
Before i buy i would like to know is very easy to understand. because i'm not very good with c++ but i'm learning very fast. and i would like to know if i need to use the vc 6 to make the code or you have a c-script option like 3DGS. because i try the power render demo and i understand nothing.Because i would like to make a game like Mario sunshine or something like that
thanks and excuse my bab english
thanks and excuse my bab english
About the author
#2
03/09/2004 (8:51 am)
If i know the c-script in 3D GAME STUDIO. this is the same script or almost the same in the torque script
#3
Assumption: From the number of people that have used 3D Game Studio and went on to use Torque instead, I would have to assume that Torque offers them more than 3DGS can or does.
Fact: If you can handle scripting for Tribes or Tribes2, then you are already well on your way to understanding Torque already. If you don't know those games or their script, all I can tell you is, I like it. it's flexible, powerful, and IMO one of the easiest to use. That's why I'm a Torquer, lol.
03/09/2004 (8:56 am)
Hmmm since I have never used 3D Game Studio I can offer you one assumption, and one fact....Assumption: From the number of people that have used 3D Game Studio and went on to use Torque instead, I would have to assume that Torque offers them more than 3DGS can or does.
Fact: If you can handle scripting for Tribes or Tribes2, then you are already well on your way to understanding Torque already. If you don't know those games or their script, all I can tell you is, I like it. it's flexible, powerful, and IMO one of the easiest to use. That's why I'm a Torquer, lol.
#4
03/09/2004 (10:46 am)
Just get the free demo and try it for yourself. nobody on the forums that does not know you personally will be able to judge how easy or difficult it will be for you to learn something.
#5
Law 1: Get the demo!
Law 2: See law 1.
Law 3: Use the search.
Law 4: Search again.
law 5: Proper forum please!
Law 6: Details, give us a lot of them.
LOL, you get the idea, I'll bet you could make some good ones.
03/09/2004 (11:21 am)
Dude, I got an idea, you should start a resource called "J.R.'s Laws of Torque"Law 1: Get the demo!
Law 2: See law 1.
Law 3: Use the search.
Law 4: Search again.
law 5: Proper forum please!
Law 6: Details, give us a lot of them.
LOL, you get the idea, I'll bet you could make some good ones.
#6
03/09/2004 (11:50 am)
Yes but the torque demo is just a demo and we can't do nothing. i can not see nothing about the script. i can play with the game that it
#7
If you are expecting people to spoon feed you readily available information that is in plain site and you have been refered to multiple times now you are at the wrong buffett.
If you have not researched the demo understand what the demo is for, then you are going to have one hell of a time with ~400,000 lines of C++ source code.
1. Read about what the demo is for.
2. that should answer all your questions.
3. come back when you have read about the demo and learned all you can with it.
03/09/2004 (1:21 pm)
It is pretty clear that you have put next to ZERO effort into researching this and are just fishing for "gimme"s which you will find are really hard to come by around here. If you are expecting people to spoon feed you readily available information that is in plain site and you have been refered to multiple times now you are at the wrong buffett.
If you have not researched the demo understand what the demo is for, then you are going to have one hell of a time with ~400,000 lines of C++ source code.
1. Read about what the demo is for.
2. that should answer all your questions.
3. come back when you have read about the demo and learned all you can with it.
#8
texture entSkin1;
matrix matWorldViewProj;
matrix matWorldView;
vector vecFog;
vector vecTime;
technique grass
{
pass p0
{
texture[0]=;
zWriteEnable=true;
alphaTestEnable=true;
cullMode=none;
vertexShaderConstant[0]=;
vertexShaderConstant[8]=;
vertexShaderConstant[16]=;
vertexShaderConstant[32]=;
vertexShaderConstant[33]=(0.0f,0.5f,1.0f,2.0f); // common constants
vertexShaderConstant[34]=(-0.16161616f,0.0083333f,-0.00019841f,0.000002755731f);// (-1/3!,1/5!,-1/7!,1/9!)
vertexShaderConstant[35]=(4.0f,1.57079632f,3.14159265f,6.28318530f); // (4.0,pi/2,pi,pi*2)
vertexShaderConstant[36]=(1.07f,0.0f,0.0f,0.0f); // fixup factor
vertexShaderConstant[40]=(2.5f,1.0f,0.5f,0.1f); // wave distort x
vertexShaderConstant[41]=(5.0f,0.5f,0.25f,0.1f); // wave distort y
vertexShaderConstant[42]=(-1.0f,-0.01f,-0.04f,-0.01f); // wave distort z
vertexShaderConstant[43]=(-0.1f,-0.2f,0.1f,0.05f); // wave dir x
vertexShaderConstant[44]=(-0.005f,-0.01f,-0.005f,-0.0025f); // wave dir y
vertexShaderConstant[45]=(0.02f,0.04f,0.05f,0.1f); // wave speed
vertexShaderConstant[46]=(0.35f,0.1f,0.1f,0.04f); // lighting wave scale
vertexShaderConstant[47]=(0.6f,0.8f,0.3f,0.0f); // lighting scale bias
vertexShader=
decl
{
stream 0;
float v0[3]; //position
float v3[3]; //normal
float v7[2]; //uv
}
asm
{
vs.1.1
this is a part code for waving grass shader
thanks
03/09/2004 (2:14 pm)
Excuse my bab english but i just want to know is the torque script look like same as the c-scritp in 3D GAME STUDIO just like thattexture entSkin1;
matrix matWorldViewProj;
matrix matWorldView;
vector vecFog;
vector vecTime;
technique grass
{
pass p0
{
texture[0]=
zWriteEnable=true;
alphaTestEnable=true;
cullMode=none;
vertexShaderConstant[0]=
vertexShaderConstant[8]=
vertexShaderConstant[16]=
vertexShaderConstant[32]=
vertexShaderConstant[33]=(0.0f,0.5f,1.0f,2.0f); // common constants
vertexShaderConstant[34]=(-0.16161616f,0.0083333f,-0.00019841f,0.000002755731f);// (-1/3!,1/5!,-1/7!,1/9!)
vertexShaderConstant[35]=(4.0f,1.57079632f,3.14159265f,6.28318530f); // (4.0,pi/2,pi,pi*2)
vertexShaderConstant[36]=(1.07f,0.0f,0.0f,0.0f); // fixup factor
vertexShaderConstant[40]=(2.5f,1.0f,0.5f,0.1f); // wave distort x
vertexShaderConstant[41]=(5.0f,0.5f,0.25f,0.1f); // wave distort y
vertexShaderConstant[42]=(-1.0f,-0.01f,-0.04f,-0.01f); // wave distort z
vertexShaderConstant[43]=(-0.1f,-0.2f,0.1f,0.05f); // wave dir x
vertexShaderConstant[44]=(-0.005f,-0.01f,-0.005f,-0.0025f); // wave dir y
vertexShaderConstant[45]=(0.02f,0.04f,0.05f,0.1f); // wave speed
vertexShaderConstant[46]=(0.35f,0.1f,0.1f,0.04f); // lighting wave scale
vertexShaderConstant[47]=(0.6f,0.8f,0.3f,0.0f); // lighting scale bias
vertexShader=
decl
{
stream 0;
float v0[3]; //position
float v3[3]; //normal
float v7[2]; //uv
}
asm
{
vs.1.1
this is a part code for waving grass shader
thanks
#9
03/09/2004 (2:23 pm)
TorqueScript does not look like that. Download the demo and look at the .cs files, judge for yourself.
#10
But as others have said, download the demo, open the example folder (is it still example in the demo ?), and look for .cs files in there to familiarize yourself with TorqueScript
03/10/2004 (8:14 am)
And what you posted is not game scripting, but a shader, which Torque doesn't support out of the box atm, be it q3a style (or Cipher), or Hardware shaders (vertex & pixel/fragment). Support for the second option is coming in a revision or new release of Torque, and I have no idea about the first (I've started work on such a system, but lack the time to really develop it)But as others have said, download the demo, open the example folder (is it still example in the demo ?), and look for .cs files in there to familiarize yourself with TorqueScript
#11
But then the difference would be in their implementation. Torquescript may do things different to lets say c-script. Program flow , structure could be both different, both access functions for their own engines, their own engine want things done a seperate way.
So the simple answer is yes both language are primarily "in-essence" the same.
The long answer is although syntax may be the same but the way things are done a different way.
Its like comparing straight C to Java.
Java syntax and C syntax look the same but while C is a structured programming language , Java is an object orientated language.
I don't mean to be rude but grab the f$#@k3@# demo , open up the .cs (which are the torquescript files) files and play around with them. You DON't NEED source code to play with the script files.
03/11/2004 (3:51 am)
C-script is assume is based on C, Torquescript for the most part is a based on c as well. So put 1 + 1 together and I would say yes the syntax and language are the same.But then the difference would be in their implementation. Torquescript may do things different to lets say c-script. Program flow , structure could be both different, both access functions for their own engines, their own engine want things done a seperate way.
So the simple answer is yes both language are primarily "in-essence" the same.
The long answer is although syntax may be the same but the way things are done a different way.
Its like comparing straight C to Java.
Java syntax and C syntax look the same but while C is a structured programming language , Java is an object orientated language.
I don't mean to be rude but grab the f$#@k3@# demo , open up the .cs (which are the torquescript files) files and play around with them. You DON't NEED source code to play with the script files.
#12
thanks for all answer
03/11/2004 (10:26 am)
I just look a the .cs and i think i will be able to understand with some work. i think i will buy this engine in few week when i will got the cashthanks for all answer
#13
03/12/2004 (10:55 pm)
Good choice Daniel
Torque Owner Gonzo T. Clown
Some of your game can be codded in the engine using c++, a lot of it can be done in the scripts using ToqueScript. If you are already experienced in any languages, picking up TorqueScript shouldn't be any harder than picking up anything else. If you've learned just one language in your time, then you can learn this as well.
Good luck.