A newbie question- How does TGE work?
by Niteen Hatle · in Torque Game Engine · 11/06/2006 (8:03 pm) · 6 replies
Hi,
I am a newbie and am looking to buy the TGE indie license. I have a beginner level knowledge of C++.
I want to know how The Torgue engine works? How do I create a game exe? What steps are needed to create a complete game? Are there any model packs provided with TGE?
I was also looking at FPS Creator. Is TGE similiar to it?
Thanks.
Niteen
I am a newbie and am looking to buy the TGE indie license. I have a beginner level knowledge of C++.
I want to know how The Torgue engine works? How do I create a game exe? What steps are needed to create a complete game? Are there any model packs provided with TGE?
I was also looking at FPS Creator. Is TGE similiar to it?
Thanks.
Niteen
#2
I am sorry for writing so much in brief. I will ask the questions clearly.
1] I would like to know whether TGE is a game engine or a graphics engine? I know that it contains 3D models support, networking, lighting. Is there a sound library with the TGE?
2] Do I have to compile the TGE source or do I also get compiled libraries? Can I buy only the complied libraries?
After creating my first game in Java, I feel I am missing out the real action! So I don't want to waste any more time. I can't help if I seem too excited!
I confess I don't want to do too much programming at this stage. I am basically a graphic designer. That is why I am looking at various Game Development Kits.
I also realise that TGE would be a better investement for the future. But I haven't decided yet. Let's see.
Thanks again.
Niteen Hatle
11/08/2006 (12:24 am)
Thanks David,I am sorry for writing so much in brief. I will ask the questions clearly.
1] I would like to know whether TGE is a game engine or a graphics engine? I know that it contains 3D models support, networking, lighting. Is there a sound library with the TGE?
2] Do I have to compile the TGE source or do I also get compiled libraries? Can I buy only the complied libraries?
After creating my first game in Java, I feel I am missing out the real action! So I don't want to waste any more time. I can't help if I seem too excited!
I confess I don't want to do too much programming at this stage. I am basically a graphic designer. That is why I am looking at various Game Development Kits.
I also realise that TGE would be a better investement for the future. But I haven't decided yet. Let's see.
Thanks again.
Niteen Hatle
#3
2] You get the source and the compiled library. You can get the compiled library for free, AFAIK. You only pay if you want the source. I'm not sure what the implications are (if any) if you want to sell your game commercially.
11/08/2006 (4:39 am)
1] It's a fullblown game engine. It has a sound library (OpenAL).2] You get the source and the compiled library. You can get the compiled library for free, AFAIK. You only pay if you want the source. I'm not sure what the implications are (if any) if you want to sell your game commercially.
#4
They have a monthly level contest over there now, and you can freely download the entries. If you do this, you'll see that a relatively simple level with an approximate 5 minute completion time can easily generate a 100MB file. Doing the math for a full level, and multiple levels per game, and it's a download nightmare.
On the other hand, as something to pass out to friends and family, or distribute to someone on DVD, it may be just what you're looking for.
Again as David mentioned, Torque has a much higher learning curve than FPSC, but in the end it's well worth it. The support here is also the best you can get, and that's worth a lot.
I've always wished someone would write up a good explanation of how TGE basically works, but I've never seen one. I'll try in my own humble way to give you a very short version:
TGE comes to you in a compiled binary, and depending on the license you purchase you may or may not get the full source code for the engine. The compiled binary has the ability to perform most game related functions, as well as execute TorqueScript files. You basically write your game's functions in TorqueScript, then use the binary to execute those script files. On first run of the script files, they are "pseudo" compiled for faster execution. You can use the built-in world editor to place content in your game, but that content must be created by 3rd party tools.
Many, many people have trouble at first with this very basic concept, because they're used to either something like FPSC or Game Maker, or they're used to a function library. TGE is basically a combination of the two. I really hope someone here can give a better explanation, it would really help a lot of people who are taking their first look at TGE. If it's already out there and I haven't found it, a link would be good to offer people. I'm often asked about this point.
To answer your question, Niteen, as a graphics artist only you would have to learn basic programming (or at least scripting) to use TGE, or enlist the help of a programmer. But it's worth it.
/Terry
11/08/2006 (6:23 am)
As David said, TGE and FPS Creator are two very different systems. FPSC does a good job of getting the absolute beginner into making a game, but in my opinion falls short very quickly. There is now a save/load feature, but the implementation is quite poor. There are a number of smaller issues with the system, but the most deterring factor to me would be the sheer size of a completed game.They have a monthly level contest over there now, and you can freely download the entries. If you do this, you'll see that a relatively simple level with an approximate 5 minute completion time can easily generate a 100MB file. Doing the math for a full level, and multiple levels per game, and it's a download nightmare.
On the other hand, as something to pass out to friends and family, or distribute to someone on DVD, it may be just what you're looking for.
Again as David mentioned, Torque has a much higher learning curve than FPSC, but in the end it's well worth it. The support here is also the best you can get, and that's worth a lot.
I've always wished someone would write up a good explanation of how TGE basically works, but I've never seen one. I'll try in my own humble way to give you a very short version:
TGE comes to you in a compiled binary, and depending on the license you purchase you may or may not get the full source code for the engine. The compiled binary has the ability to perform most game related functions, as well as execute TorqueScript files. You basically write your game's functions in TorqueScript, then use the binary to execute those script files. On first run of the script files, they are "pseudo" compiled for faster execution. You can use the built-in world editor to place content in your game, but that content must be created by 3rd party tools.
Many, many people have trouble at first with this very basic concept, because they're used to either something like FPSC or Game Maker, or they're used to a function library. TGE is basically a combination of the two. I really hope someone here can give a better explanation, it would really help a lot of people who are taking their first look at TGE. If it's already out there and I haven't found it, a link would be good to offer people. I'm often asked about this point.
To answer your question, Niteen, as a graphics artist only you would have to learn basic programming (or at least scripting) to use TGE, or enlist the help of a programmer. But it's worth it.
/Terry
#5
1] I have got hold of the book 3D Game Programming All in One. Is it good? Looks good to me. It has everything in that a budding game programmer and developer needs. But does it cover TGE properly? I have only read the index and introduction of the book.
2] How do I run the starter.fps game and the racing game in the demo of 1.5?
3] Can anybody tell me why 1.4.2 costs $100 and 1.5 costs $150? That's 50 percent more! What are the enhancements in 1.5 and should I buy 1.4.2 keeping in mind that to develop a decent game it will take about 1.5 to 2 years? (not to say several small projects on the side)
Thanks.
Niteen Hatle
11/10/2006 (7:30 pm)
Okay, that was something to chew about. Now I have understood how it works and what it does. Here are some more questions.1] I have got hold of the book 3D Game Programming All in One. Is it good? Looks good to me. It has everything in that a budding game programmer and developer needs. But does it cover TGE properly? I have only read the index and introduction of the book.
2] How do I run the starter.fps game and the racing game in the demo of 1.5?
3] Can anybody tell me why 1.4.2 costs $100 and 1.5 costs $150? That's 50 percent more! What are the enhancements in 1.5 and should I buy 1.4.2 keeping in mind that to develop a decent game it will take about 1.5 to 2 years? (not to say several small projects on the side)
Thanks.
Niteen Hatle
#6
1. 3D Game Programming All in One is a great book to start with. A few things to remember are: the version of TGE that comes with the book is a specially modified copy of version 1.3, and you should use it with the book and not the current production version of TGE; there are a few typos and erros in the book that have been mostly cleared up on the web site; you should follow the book from beginning to end and not skip anything. Once you finish this book, there is an advanced version and also a new book published by GarageGames called Game Programmer's Guide to Torque, which is very good. I have them all and didn't regret buying any of them.
2. I have downloaded 1.5 but not installed it yet, so I hesitate to answer this one.
3. Version 1.5 costs more because it contains more game content and incorporates the Torque Lighting Kit. If you're not on an extremely tight budget, it's well worth the extra $50. Version 1.4.2 is the current version without the enhancements.
/Terry
11/10/2006 (7:58 pm)
I'll see what I can do, Niteen. Again, I'm far from an authority on these things.1. 3D Game Programming All in One is a great book to start with. A few things to remember are: the version of TGE that comes with the book is a specially modified copy of version 1.3, and you should use it with the book and not the current production version of TGE; there are a few typos and erros in the book that have been mostly cleared up on the web site; you should follow the book from beginning to end and not skip anything. Once you finish this book, there is an advanced version and also a new book published by GarageGames called Game Programmer's Guide to Torque, which is very good. I have them all and didn't regret buying any of them.
2. I have downloaded 1.5 but not installed it yet, so I hesitate to answer this one.
3. Version 1.5 costs more because it contains more game content and incorporates the Torque Lighting Kit. If you're not on an extremely tight budget, it's well worth the extra $50. Version 1.4.2 is the current version without the enhancements.
/Terry
Employee David Montgomery-Blake
David MontgomeryBlake
If you download the demo and play with it, you will see the out-of-the-box product that you have when you click "build" in your compiler (Visual Studio Express is supported for free on Microsoft platforms, XCode is included with the OS DVD's on Mac). You use such a compiler to create your executable file. This gives you the extreme basics of the simple functionality to get you up and running rather quickly. Of course, the learning curve for Torque is very, very large in comparison to FPS Creator but the extensibility is worth it to many.
The number of steps to create a complete game are highly dependent on what you game is, what you consider "needs", whether those needs are included "out of the box" or if you will have to implement them (accurate fast-action networked physics for example, require a wealth of knowledge in both physics programming and network programming). I do not know how to answer this question because it is so huge and out of scope. The only thing I can really say here is 1) design, 2) model, 3) code, 4) test, 5) repeat, 6) release.
A large amount of content was released with 1.5. Check out the product page for more information.
Good luck.