Torque Game Engine DocumentationVersion 1.3.x |
Alright, that wraps up the getting started section of the book. At this point, you've gotten a general introduction to the engine and how to develop games with it, learned how to download and compile the source-code and demo application on any platform, and seen how to use and take advantage of the demo.
The remaining chapters in this book go into detail on every aspect of game development with Torque. There's a whole lot of information, and depending on your role in the development of your game, you probably won't need to read every chapter. The guide is designed so that you can read the sections you need to, without having to read through the entire book in a chapter-by-chapter, linear fashion. Use the following quick links as a guide for where to go next:
Artists and Designers should check out the chapters on
| The Torque GUI Editor |
| The Torque Mission Editor |
| Torque and 3D modelling with Maya |
| The Interior editing and exporting chapter, using QuArK |
Programmers and scripters should check out the chapters on
| Introducing TorqueScript |
| Torque Game Engine Code Overview |
| Torque Console Commands and Functions |
| And the TorqueScript Datablock Reference |
Once again, these sections won't answer every question you have about Torque. But they will provide you with a good reference and overview for how to develop games with it. Once you've read through the parts of this book you need to, have another look at the Where To Go From Here section in the first chapter, for some pointers on where to look for even more guides and helpful information.