From the ground up
by Gareth Hewes · in Torque Game Engine · 04/29/2006 (7:17 pm) · 2 replies
Before working with Torque, I used 3DGS, and found it was too limited, but it did have one thing going for it. After I had set up the artwork, initiating a level took about 5 minutes of scripting, and setting up a movement system maybe 10. However, working with Torque, I have been using the 3DGDAi1 book, so much of the stuff has been predefined. What I was wondering is if it is possible to start from the ground up in your main.cs file in a similar manner.
My main problem is that because of the syntax of torque script, I can't easily identify which commands are called from the common scripts, as opposed to which ones are hard-coded into the engine. Is there some way to achieve the same effect --
-load level
-initiate camera
-link to control schemes, etc.
in a script from scratch? Obviously there is a way to achieve those, but there are many 'stub functions' in the book which I don't know if they are necessary to EVERY script, or just the ones made to use the file structure of the book.
If anyone has any other references to starting a level from scratch, then I would be glad to see them, I googled for tutorials, but there are not many.
My main problem is that because of the syntax of torque script, I can't easily identify which commands are called from the common scripts, as opposed to which ones are hard-coded into the engine. Is there some way to achieve the same effect --
-load level
-initiate camera
-link to control schemes, etc.
in a script from scratch? Obviously there is a way to achieve those, but there are many 'stub functions' in the book which I don't know if they are necessary to EVERY script, or just the ones made to use the file structure of the book.
If anyone has any other references to starting a level from scratch, then I would be glad to see them, I googled for tutorials, but there are not many.
#2
Oh, and I just hit a block because I don't know what can be stripped off or not, such as the access to the editor, etc. Mostly it's a fine setup right now, but I obviously won't want the access to be written so deep into the program that I can't take it out when it's time to distribute. (Yes, I WILL get to a distribution phase, I swear it on all that is sacred to me!)
04/29/2006 (8:45 pm)
Yeah, I suppose. It's probably just that I'm a control freak when it comes to this kind of stuff, I want to know exactly what the thing is doing (particularly controlling it). Mostly what bugs me is the way that, for example, when I'm defining a player, I want to know how the system interprets my values, etc. And there are some (not many, but some) things that I feel need to be improved, such as character interaction with water. I'm still not good enough to do these things myself, but hopefully I will sometime in the future.Oh, and I just hit a block because I don't know what can be stripped off or not, such as the access to the editor, etc. Mostly it's a fine setup right now, but I obviously won't want the access to be written so deep into the program that I can't take it out when it's time to distribute. (Yes, I WILL get to a distribution phase, I swear it on all that is sacred to me!)
Torque Owner Paul /*Wedge*/ DElia