Detailed process of engine?
by Rizzen · in Torque Game Engine · 06/10/2005 (11:56 pm) · 5 replies
I looked through the Guides and other documentation, but have not found any that discribes the whole process in detail, typically what C++ class are used. Is there a document that describes the various steps of the TGE execution pipeline starting from the very beginning (the initialization process, script loading, loading of data), then the looping main thread (rendering from data, world update, networking), to the end (saving, cleanup, with final termination of application).
I need to make changes to the engine to support features I require, thus need to understand the whole process. Especially pertaining to the part of loading data, modifying data, transmitting new data in real time, before sending off to the rendering process. Also need to be able to save transmitted data (geometry with very few extra textures) in a cache type persistancy on the local hard disk, load and unload this cache data (world) data in real time. The game I making is multiplayer turn based (lag issues are not relevant) thus can allow little transmitting of detailed data (textures) in real time. This is required for a dynamic changing world, where new world data needs to be transmitted as the players move about the world.
I chose Torque for it has most of the features that I don't have to worry about, like cross platform support, rendering the scene from the data, networking support interfaces. The things I need to impliment is game system mechanics and modying of world data in real time (ie, mission is currently running).
I need to make changes to the engine to support features I require, thus need to understand the whole process. Especially pertaining to the part of loading data, modifying data, transmitting new data in real time, before sending off to the rendering process. Also need to be able to save transmitted data (geometry with very few extra textures) in a cache type persistancy on the local hard disk, load and unload this cache data (world) data in real time. The game I making is multiplayer turn based (lag issues are not relevant) thus can allow little transmitting of detailed data (textures) in real time. This is required for a dynamic changing world, where new world data needs to be transmitted as the players move about the world.
I chose Torque for it has most of the features that I don't have to worry about, like cross platform support, rendering the scene from the data, networking support interfaces. The things I need to impliment is game system mechanics and modying of world data in real time (ie, mission is currently running).
About the author
#2
One thing however that I would like to point out is that basically everything you are talking about is how Torque Networking works. You would need to enhance things like actually transmitting new texture files (if that's really the best solution, which is game dependent), but there actually isn't much at all that you will need to modify in the core processing, you will just need to understand, and then enhance.
I'd suggest you dig into the networking code, specifically how ghosted objects work, how object scoping works, and related topics as a good starting point to cover most of the requirements you mention.
06/11/2005 (11:49 am)
This is one of the areas that Torque Boot Camp covers (the first indie TBC is immediately after IGC, the 10-12th of October. Additional details and registration will be available soon!). It is a complex topic, and for researching it yourself, Brandon's suggestions are right on.One thing however that I would like to point out is that basically everything you are talking about is how Torque Networking works. You would need to enhance things like actually transmitting new texture files (if that's really the best solution, which is game dependent), but there actually isn't much at all that you will need to modify in the core processing, you will just need to understand, and then enhance.
I'd suggest you dig into the networking code, specifically how ghosted objects work, how object scoping works, and related topics as a good starting point to cover most of the requirements you mention.
#3
06/12/2005 (1:07 am)
Thanx for the guidance in steering me in the right direction.
#4
06/12/2005 (7:42 am)
Will the TBC for TGE be available for international members in an online format?
#5
06/12/2005 (8:01 am)
Eventually, in some form, yes. Not in the near future however.
Torque 3D Owner Brandon Maness
IMO that's the best way to learn. I am new to torque also, and in a short time by using the above described method, I have learned a good idea of what is going on and where it is happening in the engine.
You will learn more by spending time stepping through the source code and just exploring it than you will reading a guide (assuming you are well versed in C/C++), so get out there and and get your feet wet! Then when you have some specific questions, do a search here at GG.
B--