Resources on how to do certain things in Torque?
by Nathan Huffman · in Torque Game Engine · 07/30/2009 (11:07 am) · 4 replies
In short, I want to finally 'buckle down' and make a complete product. For a living, I do a lot of SQL and Powerbuilder development (self-taught), so I understand a lot of programming concepts. There are a few things, however, I am not sure how to do. I was hoping they could be answered or someone could guide to where I can learn what I need:
1) How do you handle characters and their animations? I have an artist, and I'm trying to find out if he makes his stuff frame-seperated in a bunch of JPG/BMP/(etc) files, or animated GIFs... how is this typically handled? Or should I say, best handled?
2) If the game allows internet connectivity in a server-based enviornment (think MMO, but not), and you have a SQL server constantly supporting the game, how do you develope the game so that one player's actions doesn't hold up the server for everyone else? I am not familiar with coding to that degree. If I save something into my loot and the SQL server is INSERT INTO player_loots VALUES (me, my item ID, quantity) (humor me, I know I probably wouldn't update the DB every little action); currently that single transaction just holds everything up until it's done. I can config a SQL Server to support many transactions, but I don't know how to handle Torque in this situation.
3) Where am I missing any information on getting Torque made games on Xbox?
I thought I could think of more, but that is all for now.
Thanks in advance for any help and reading my book of a thread. These questions mean a lot to me. Sometimes even the smallest bit of help gets me rolling into a professional in days - so please humor me if you think you can assist me. :)
1) How do you handle characters and their animations? I have an artist, and I'm trying to find out if he makes his stuff frame-seperated in a bunch of JPG/BMP/(etc) files, or animated GIFs... how is this typically handled? Or should I say, best handled?
2) If the game allows internet connectivity in a server-based enviornment (think MMO, but not), and you have a SQL server constantly supporting the game, how do you develope the game so that one player's actions doesn't hold up the server for everyone else? I am not familiar with coding to that degree. If I save something into my loot and the SQL server is INSERT INTO player_loots VALUES (me, my item ID, quantity) (humor me, I know I probably wouldn't update the DB every little action); currently that single transaction just holds everything up until it's done. I can config a SQL Server to support many transactions, but I don't know how to handle Torque in this situation.
3) Where am I missing any information on getting Torque made games on Xbox?
I thought I could think of more, but that is all for now.
Thanks in advance for any help and reading my book of a thread. These questions mean a lot to me. Sometimes even the smallest bit of help gets me rolling into a professional in days - so please humor me if you think you can assist me. :)
About the author
#2
07/30/2009 (12:04 pm)
You're right, Scott. I apparently browsed to the incorrect forum in my rush. Hopefully we can have this moved? I apologize for such a 'I left caps lock on and my password isn't working'-type mistake. heh.
#3
07/31/2009 (4:12 pm)
Nathan, I would suggest looking up the sql resource. (odbce?? don't recall the name off hand) There is a resource to add sql to torque that will help you greatly in figureing out how to get this into t2d.
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