Just started :-)
by unreal · in Torque Game Engine · 06/10/2004 (3:10 pm) · 3 replies
Hi all. Well our small team now has the Torque engine :-)
Been playing with the demo, editing it a good bit, great engine.
When I get the source file downloaded from the CVS, does that include the torque sample which is the basic framework for a torque project with the GUI editors? I downloaded the binary files first, but they are just a compiler and some converters.
Been playing with the demo, editing it a good bit, great engine.
When I get the source file downloaded from the CVS, does that include the torque sample which is the basic framework for a torque project with the GUI editors? I downloaded the binary files first, but they are just a compiler and some converters.
#2
Ive got it all set up now, compiled fine, and been using the FPS and Racing examples, experimenting with the editor. Looks great, gotta learn Torque Script now :-)
If I already know C++ and a good lot of php, is Torque Script easy to learn?
06/11/2004 (9:45 am)
Thanks BenIve got it all set up now, compiled fine, and been using the FPS and Racing examples, experimenting with the editor. Looks great, gotta learn Torque Script now :-)
If I already know C++ and a good lot of php, is Torque Script easy to learn?
#3
The other tool is trace. Just type trace(true); in the console. That tells you what object is calling what method and what parameters it's passing. Great for debugging, and just understanding the flow. You can examine the console.log file after running... that way your screen won't get filled up with a bunch of calls while you're looking for a particular part.
Don't forget this resource, either: www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5718
It has some good use. Good luck!
06/11/2004 (1:17 pm)
Torque script syntax will be fairly easy to learn with that knowledge... very similar to c++ and PHP. The tough part is learning what methods do what, and what methods there even are. Start by picking through the .cs files, especially in the server folder (inside starter.fps, or other example). Two useful tools are: %obj.dump(); where obj is any object, like a player or crossbow or building. If you are just debugging in the console (~ key), you can go to the mission editor and look up an object id, like your player. Say it's 1962. Then you type 1962.dump(); This tells you what methods that object has. Then you can do an in-file search (for text inside files) for an interesting-looking method to see what it does.The other tool is trace. Just type trace(true); in the console. That tells you what object is calling what method and what parameters it's passing. Great for debugging, and just understanding the flow. You can examine the console.log file after running... that way your screen won't get filled up with a bunch of calls while you're looking for a particular part.
Don't forget this resource, either: www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5718
It has some good use. Good luck!
Torque Owner Ben Woodhead
When you get torque from cvs, then you get everything. The source code to compile torque, a first person shooter example, the torque demo, and a few other things. Also, yes the mission editor, gui editor and everything else you have seen is there as well. Have fun.
Ben