Noob, trying to decide
by John Cleaver · in Torque Game Engine · 03/05/2005 (1:20 pm) · 6 replies
I have looked at the forums, and tried to read what i could. I am looking at Torque, and at A6.
Here is my background: I do not know C++ at all. However, my degree is in Systems Analysis and programming. Mainly Cobol, Assembly language for mainframe, PL/1, Paschal, and Delphi; so i have no fear of learning another language.
What i am looking for in a game engine/programming environment is the ability to quickly get the skeleton together. I do know that making something good will take a lot of time. That's a given no matter what one uses. And I should say I am not expecting it to be quick at first, as I will have plenty to learn first.
I have two games in mind that I want to work on. One is a FPS, and the other is a racing game. Obviously, I noticed that Torque comes with starter kits for both of these.
My questions then.
1. How hard is C++ to learn?
2. What is the normal workflow in Torque? (I can't read the online Documentation obviously until/if I buy.)
3. Does the starter kits come with default scripts for basic actions? I know that they would have to be changed somewhat each time to fit the game; but is there a starting point, so to speak, that comes with the toolkit?
Thanks!
John
Here is my background: I do not know C++ at all. However, my degree is in Systems Analysis and programming. Mainly Cobol, Assembly language for mainframe, PL/1, Paschal, and Delphi; so i have no fear of learning another language.
What i am looking for in a game engine/programming environment is the ability to quickly get the skeleton together. I do know that making something good will take a lot of time. That's a given no matter what one uses. And I should say I am not expecting it to be quick at first, as I will have plenty to learn first.
I have two games in mind that I want to work on. One is a FPS, and the other is a racing game. Obviously, I noticed that Torque comes with starter kits for both of these.
My questions then.
1. How hard is C++ to learn?
2. What is the normal workflow in Torque? (I can't read the online Documentation obviously until/if I buy.)
3. Does the starter kits come with default scripts for basic actions? I know that they would have to be changed somewhat each time to fit the game; but is there a starting point, so to speak, that comes with the toolkit?
Thanks!
John
#2
With the Early-Adopter release of Torque Shader Engine well established mod teams, having used scripting languages such as unreal script, have made the switch to port their mods over to Torque.
You mention not reading online documentation until you've purchased the engine. Why not take a look at Ken Finneys book, "3D Game Programming All in One." You'll learn about the process that goes into making a 3d game and you'll be using Torque. You'll also learn when using Torque, most of the game programming (90%) will be in Torque Script over C/C++.
Regarding C/C++, there's plenty of online documentation and tutorials to give you a taste of the language.
03/05/2005 (4:04 pm)
John, I know there have been owners of A6 and other engines who've switched to Torque for various reasons. Either they've reached the limit of the engines capabilities or they don't find enough support to ease their experience. I don't read other engine forums so I don't know the reasons one would switch from Torque to another engine.With the Early-Adopter release of Torque Shader Engine well established mod teams, having used scripting languages such as unreal script, have made the switch to port their mods over to Torque.
You mention not reading online documentation until you've purchased the engine. Why not take a look at Ken Finneys book, "3D Game Programming All in One." You'll learn about the process that goes into making a 3d game and you'll be using Torque. You'll also learn when using Torque, most of the game programming (90%) will be in Torque Script over C/C++.
Regarding C/C++, there's plenty of online documentation and tutorials to give you a taste of the language.
#3
The most obvious shortfalls of 3DGS are that it is for Windows/DirectX only, does not include source code (modifications have to be made via DLL plugins) and costs more for comparable features.
Its most obvious strengths are the builtin tools and shallower learning curve.
03/05/2005 (4:26 pm)
If you wish to compare features, DevMaster.net has details for TGE and 3DGS (which you could open in different browser windows, or print out), and there is also a Report on Torque Engine Comparison PDF document listed in the resource section here.The most obvious shortfalls of 3DGS are that it is for Windows/DirectX only, does not include source code (modifications have to be made via DLL plugins) and costs more for comparable features.
Its most obvious strengths are the builtin tools and shallower learning curve.
#4
John
03/05/2005 (5:05 pm)
Thanks for all the replies! I'm seriously considering Torque, but I'll have to add the price of a decent C++ compiler to it and see how everything stacks up. That and the additional TSE, which i know isn't required but something I would look at if I go with Torque.John
#5
There are many good free / cheap compilers out there, im on my way out the door so ill get back to this when i come home, but i bet someone else will recomend one for you before i return.
I had a few minutes, check out the thread.
www.garagegames.com/mg/forums/result.thread.php?qt=26009
03/05/2005 (5:14 pm)
@johnThere are many good free / cheap compilers out there, im on my way out the door so ill get back to this when i come home, but i bet someone else will recomend one for you before i return.
I had a few minutes, check out the thread.
www.garagegames.com/mg/forums/result.thread.php?qt=26009
#6
03/05/2005 (8:11 pm)
Quote:The Torque Build Environment is a set of free tools and editors assembled by Garage Games to make the process of compiling Torque easier for new users. If you are just getting started and have never used C++ before, TBE is a free and easy way to get started compiling Torque on Windows.Torque Build Environment Alpha Test Begins (Jan 06, 2005).
Torque Owner Josh Williams
Default Studio Name
Not to be too bold, but honestly... there is no comparison between Torque and A6, if you're talking about doing a real game you'd develop into a product. If you just want to play around and have fun, either can work for you. If we did have that comparison chart up though, the long and short of it is that Torque and TSE would best be compared against engines like Unreal and Source, not A6. :)
A6 is still easier to get started with and get something up on the screen, definitely. We are working hard to try to make that Out-of-box type experience better in Torque too (doing a good job with it so far Torque 2D, and we'll hopefully be moving some of the design from T2D in this regard over to TGE soon). After getting started though... you don't hit a ceiling with Torque.
Regarding your questions:
1. How hard is C++ to learn?
If you are already familiar with programming and various programming languages, C++ isn't much harder to learn than any other language. It's syntax is roughly Pascal-ish. One thing about it, there are a plethora of tutorials available online.
2. What is the normal workflow in Torque? (I can't read the online Documentation obviously until/if I buy.)
That's a big question. But for your an FPS or Racing game, I'd definitely suggest taking the default starter kits as a base to build from, modifying them as you see fit, and building out from there.
You program behavior in TorqueScript and/or C++ (if you want.. you actually wouldn't *need* to touch C++ code for many kinds of FPSs or racing games). You build 3D shapes in tools like Maya or Milkshape, the standard modeling tools, and export them for use in Torque. You build big buildings and such in .map editors like Quark.
3. Does the starter kits come with default scripts for basic actions? I know that they would have to be changed somewhat each time to fit the game; but is there a starting point, so to speak, that comes with the toolkit?
Yes, the whole idea of a starter kit is to give you a base to build from, or at least some examples on how to do things.
Overall, it sounds like you're approaching development realistically... you expect there to be a learning curve and willing to do the learning, you want to start simple, you recognize the value of starting from a base and building from it.
So, wish you good luck with your projects no matter what tech you decide to go with! Have fun, developing games can be a real blast if you set yourself up with realistic expectations, like you are.