Game Development Community

Should i learn TGE 1.5...?

by Thomas Bang · in Torque Game Engine · 02/24/2008 (2:11 am) · 2 replies

Hi

I'm new to Torque ( prev. 3D Gamestudio) and i'm very happy.
I own TGB and TGE and it is a lot of fun to play with.

I know about Torque 2 and now i ask me if it is worth to learn the current TGE 1.5.x Object-Hierarchy and all the Methods/Functions in it because i dont know if all the current internal objects in TGE are replaced with other objects in Torque 2.

The flow is:

- Learn the Engine
- Think about a game
- Make a game

What i have to do?

Way 1: I go deeper into TGE 1.5.x because the Objects ( TStatic, ShapeBase, fxShapeReplicator, Precipitation, Datablocks and so on) are similar to Torque 2. Also the Class Hierarchy and all the Functions/Methods are similar to Torque 2.
This would make sense if i can use my TGE 1.5.x-Knowledge in Torque 2.

or...

Way 2: I improve my C/C++- and Lightwave-Skills and wait until Torque 2 is on the market. Then i can learn all the Features of Torque 2.


Greetings

Thomas Bang
Germany

#1
02/24/2008 (5:53 am)
If you are dead-set on using Torque 2, I personally would suggest "Way 1" if you are impatient. There is no official word on T2 (afaik) so going Way 2 you may find yourself in a spot where you need the engine before its out. Whereas learning 1.5.x you may learn stuff that 'may' help you in T2, and if not, could just use it for a proof of concept.

I choose Way2, but really getting to the point where I need some sort of testing platform, and just have the option to try and learn TGE quickly.

Really wish we had some more info on the new engine, but listening to the rumor-mill, I doubt it will be out anytime this year.
#2
02/24/2008 (5:59 am)
I prefer method 1. Most of what I have learned was learned through the trial-and-error method of actually attempting to implement some features. Doing things this way means you learn a lot of tools and procedures also along the way.

Torque development is a lot more fun and way more productive using professional tools like Integrated Development Environments (IDE's) for C++ and TorqueScript, source code control, installers, art tools and exporters... Trying to learn all this at once at the same time as you are learning a game engine's code base is very daunting and it may take awhile to become fully functional - so I believe it is best to get started learning at your own pace.