TGE Book : Intermediate Thread
by Guy W. "LeckyT" Lecky-Thompson · in General Discussion · 08/21/2002 (8:29 am) · 3 replies
The idea behind this thread is to get input for an upcoming book which will detail how game development at various stages is achieved using the Torque Game Engine.
The thread is specifically aimed at those who already own TGE and have some experience using it to develop an project.
What, in your opinion, are the areas which newbies will have the most trouble with? What additional documentation would you need to make a really great game with TGE? What other topics should be covered?
Please keep requests for features/areas of discussion concise, and also read through the other posts first to avoid duplication.
The thread is specifically aimed at those who already own TGE and have some experience using it to develop an project.
What, in your opinion, are the areas which newbies will have the most trouble with? What additional documentation would you need to make a really great game with TGE? What other topics should be covered?
Please keep requests for features/areas of discussion concise, and also read through the other posts first to avoid duplication.
About the author
#2
www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=6759
is a good example of what is needed. The scripting engine is powerful, yet also confusing. Some of the basics should be covered in depth. Specifically, how it all works over the network should be explained.
It would also be good to have a section on the Art Path, the scritping of art assets, and to try to make clearer the line between the two (thinking specifically of vehicles). Getting new art into the engine is pretty intense for those not used to making game art for a living, and a few examples of 'scripting for artists' might be a good thing to have.
08/21/2002 (12:49 pm)
I think this thread:www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=6759
is a good example of what is needed. The scripting engine is powerful, yet also confusing. Some of the basics should be covered in depth. Specifically, how it all works over the network should be explained.
It would also be good to have a section on the Art Path, the scritping of art assets, and to try to make clearer the line between the two (thinking specifically of vehicles). Getting new art into the engine is pretty intense for those not used to making game art for a living, and a few examples of 'scripting for artists' might be a good thing to have.
#3
08/21/2002 (1:34 pm)
I aggree with Joe some specefic art orintated scripting should be included, including all the pitfalls when trying to add art content to tge.
Torque 3D Owner Robert Blanchet Jr.
The scripting engine in Torque is literally the most advanced engine-specific language made on the market to date and while it may share syntax similarities with c/c++ it is still different enough to be frustrating to learn and master to some of the more advanced programmers.