Game Development Community

First Impressions of the Engine

by Sam Smith · in Torque Game Engine · 07/24/2006 (7:49 am) · 7 replies

So I brought the Engine last week and spent some of the weekend playing with it, thought I'd document some of my experiences. I'm a total newbie to DirectX stuff, although I've done quite a bit of VB.NET and C# at work.

The interface is kind of weird. I'm used to MIcrosoft programming, where you work on code, compile and then run an executable. I can't see an executable yet... I wonder how you deploy the game? I assume that everything kind of compiles together so that people can't steal game resources, script or code. There are definitly a couple features that world be nice to have - such as double clicking on a property selects all the text within it. It would be nice to double click on a button to show the source (like C# or VB.net). Maybe in the next version.

I was pleasently surprised by how easy it was to walk my model around the world using the demo and modify the world to include hills and then to texture the hills, add a user interface and make a silly little game out of the tutorial. Its weird there doesn't seem to be a NEW PROJECT option, or even a real development interface. Do I base all of my development off the tutorial? (No documentation about this yet)

The documentation is good, but because of it's Wiki style, it seems really incomplete at times... I wish there was a cheat sheet/ keyboard map that I could print with all the keyboard shortcuts on it. Of course the book I ordered hasn't arrived yet, so maybe these will answer my questions - otherwise, I think the documentation needs to be updated to include these simple steps. (For example I'd like to send my brother a couple of the compiled Demo I finished...)

thanks

Sam

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#1
07/25/2006 (4:36 pm)
The executable is placed in the 'example' directory after compile.

There is an installer builder in the 'installer' directory. You need NSIS (google it) to build the installer for win32. The game is not built into one large executable but is a directory of all required run-time files. Download the TGE demo or the TLK demo for a good example of a TGE game bottled up for distribution.

To start a 'new project' you have to start from scratch with all your script files. If you simply want to create another 'level' you can select File>New Mission in the world editor (f11). This is then saved to the 'missions' directory in the data directories below the executable.

Sounds like you need to do some more digging with the files to see what is going on. It takes a bit to get ahold of, but is very powerful once you do.
Good luck!
#2
07/25/2006 (4:47 pm)
I'm a total coder noob just a 3d guy and was able to compile a exe with this all you need is in the forms/Resources Click here
#3
07/25/2006 (5:50 pm)
@Sam and Dave,
Welcome to the community guys.
www.hallofworlds.com/how.ico Hall Of Worlds - For Gamers
EdM|GPGT
#4
07/25/2006 (8:04 pm)
One of the reasons that there is not a "new project" function is that you code your project (in somewhat the same way you are used to but with a combination of C++ and scripting functionality). It is not a "game builder" software package like 3D Game Studio or Unity or Beyond Virtual. It is a C++ game engine with a large amount of core functionality (which you have been playing with) and additional resources to expand that functionality--as well as full source to add functionality not available in resources. And to be clear for people who pounce on "game builder" posts, there is absolutely nothing wrong with A6/Unity/BV or rendering engines like Ogre or SDK's like Nebula or Irrlicht or game engines like C4/Lawmaker/Q1/2/3/UnrealEtc/etc. or "game languages" like Blitz3d/Basic/Max or DarkBasic. Use the right tool for the job.

From the first portion of your post, I wonder if you knew what you were getting into, especially with your experience (since it will be EXTREMELY beneficial in engine programming). It seems that your expectations were different than the delivery, and it is that connection which I am interested in (and I am sure that I am not the only one). I would like to know what you expected and the problems that you are experiencing between your expectations and the engine as it stands. Color me curious.

To echo Edward, welcome to the community. We'll try to help with any problems that you have. Make sure to search the forums, resources, TDN, and ask for help on IRC.
#5
07/26/2006 (1:13 pm)
Thanks to the others for answering my deployment question.

David: I really haven't gone that far into the actual engine yet, I'm just learning how the editors work and how I can script to do simple things that most games do (keep score, interaction with the environment, etc) guess the part that I thought was really lacking is the documentation, particularly the "developer network". Maybe it's still new and people haven't had a chance to update it, but I really think that it's hard for people who are trying to learn the engine. I have the book now and that will probably help, but its a pity that you have to pay for the book seperately. I almost think that you should pay an extra $30 for the engine and all the content that is in the book should be available online (then you'd be able to search it, etc).

I am enjoying the ease at which I can create simple games... sure beats writing the engine myself.
#6
07/27/2006 (12:20 am)
This is a major engine, I have been working with it for over 6 months now and still feel overwhelmed ALOT.

First you mentioned .net, the first step I would take is to searchthe forums for bug fixes, then in the VC7 folder you will find a Visual Studio 2003 solution, and a reg file VC7fix.reg I believe, run the reg, then open the solution. I this solution you will find the complete source for the engine and all the tools. I would patch the bugs that have been discovered and compile yourself a fresh copy of TorqueDeom.exe

then to quote TMNT "Go play, have fun".

The trusted One
#7
07/28/2006 (7:55 am)
Jameson Bennett
Member Posted: Jul 25, 2006 16:36
The executable is placed in the 'example' directory after compile.

thats if you have specified ../example for working directory in your solution config

also VS2005 is a free VC8 compiler and solutions for both
TGE 1.4 and RTS merge are provided in the RTS general forum
currently working on 3 rd solution the TLK VS2005 solution build
comes with VC6 and VC7


as to a lack of searchable resources ??
start by looking at dates on those posts
its 2006 most likely posts from 2003 will be outdated