Game Mechanics Kit
LogicKing
Game Mechanics Kit is an add-on for Torque 3D and older versions of the engine. GMK provides functionality and tools for programmers and game designers to script and edit the mechanics of game process in very easy and visual way.
Game Mechanics Kit (or GMK) is an add-on for Torque 3D, Torque Game Engine Advanced and Torque Game Engine. GMK provides functionality and tools for programmers and game designers to script and edit the mechanics of game process in very easy and visual way. GMK implements principle of building blocks: create your game with ready made components. All GMK features are fully compatible with multiplayer game modes.
GMK includes library of game object templates (Ai Bot, doors, triggers, exploding and destructible objects, helper objects etc) and in-game editor with visual scripting support.
PHYSICS PACK - an GMK add-on for full scale physics with rigid bodies and ragdoll.
CUT SCENE EDITOR - full featured editor that makes creation of in game Cut Scenes easy and straightforward.
GMK includes library of game object templates (Ai Bot, doors, triggers, exploding and destructible objects, helper objects etc) and in-game editor with visual scripting support.
PHYSICS PACK - an GMK add-on for full scale physics with rigid bodies and ragdoll.
CUT SCENE EDITOR - full featured editor that makes creation of in game Cut Scenes easy and straightforward.
Game Mechanics Kit (GMK) is an add-on for the Torque 3D engine. GMK provides functionality and tools for game designers to script and edit the mechanics of game process in very easy and visual way. GMK implements principle of building blocks: create your game with ready made components.
GMK consists of two main parts: game object templates and editor.
Game Object Templates

Core of GMK is the set of C++ and TorqueScript template classes (or simply templates) that enhance functionality of the original Torque engine. Template objects inherit general design patterns that present in one form or another almost in every 3D game. These templates include but are not limited by the following categories of objects:
By doing a little scripting you can also modify existing or add new template classes to use them in your game.
Game Mechanics Editor
Game Mechanics Kit Editor (GMK Editor)is created for game designers in the first place. GMK Editor provides functionality to create game objects and change their parameters in a very user friendly way. With the editor, designers will be able to create complex gameplay situations with a minimal knowledge of Torque Script. GMK Editor adds some useful functions to the original World Editor, but its major advantage is its implementation of a "event-reaction" system for game objects. That is the user can configure objects' parameters and interaction with other objects right within the editor.
Toolbar
The majority of GMK editor functions can be reached through Toolbar

How to use editor
Imagine that we want to create a simple combination of game objects: AI bot attacks player whenever player walks into the trigger.
First we need to create the trigger and AiBot objects. Using Object Templates List window we must select corresponding templates and create new SpaceOrcBot and EventTrigger objects. Newly created objects can be seen in the Game Object List.


Then in the Object Properties window we need to modify behavior of the trigger. EventTrigger object has an "onEnter" event, that evokes every time player character collides with trigger's physical shell. The designer needs to provide a reaction for this event.

Basically a reaction is a arbitrary piece of TorqueScript code. So a designer can write following: "SpaceOrcBot01.alert(%arg0);", SpaceOrcBot01 is a name of AiBot object, and %arg0 is an object that represents entity, that collides with the trigger object.

But GMK Editor can help write this code for you. In the Event Edit window with "pick mode" flag set you can enter the object's name just by clicking on the appropriate object in the editor window. When the object is selected you can choose an available action from the list.
That's all! Now you need to save your mission, exit the editor and start to play. Bot will attack you immediately after you enter the trigger.
Samples
The Installer of GMK features the game demo Orcs Rule will all source, including scripts, interiors and models (in Max and Blender formats). Exploring the Orcs Rule game from within GMK Editor is a very good starting point to learn the features and principles of the Game Mechanics Kit
GMK consists of two main parts: game object templates and editor.
Game Object Templates

- Simple AI bot, with easy configurable and controlled behavior.
- Interactive environment: destructible and explosive items, doors, switches, lockers etc.
- Various trigger objects.
- Visual effect objects.
- Inventory items.
- Auxiliary objects: counters, invisible walls etc.
By doing a little scripting you can also modify existing or add new template classes to use them in your game.
Game Mechanics Editor
Game Mechanics Kit Editor (GMK Editor)is created for game designers in the first place. GMK Editor provides functionality to create game objects and change their parameters in a very user friendly way. With the editor, designers will be able to create complex gameplay situations with a minimal knowledge of Torque Script. GMK Editor adds some useful functions to the original World Editor, but its major advantage is its implementation of a "event-reaction" system for game objects. That is the user can configure objects' parameters and interaction with other objects right within the editor.
Toolbar
The majority of GMK editor functions can be reached through Toolbar

- Opens Object Templates List.
- Add buttoncreates new objects with chosen template.
- Opens Object Properties window for selected object.
- Opens Game Object List - a list of all available game object in simulation.
- "Drops" selected object to the ground.
- "Rotation Mode" - you can rotate object by mouse, and you don't have to hold ALT key at the same time.
- "Scale Mode" - you can scale object by mouse, and you don't have to hold CTRL+ALT keys at the same time.
- Shows or hides GMK icons for game objects.
- Shows or hides events’ links of game objects.
How to use editor
Imagine that we want to create a simple combination of game objects: AI bot attacks player whenever player walks into the trigger.
First we need to create the trigger and AiBot objects. Using Object Templates List window we must select corresponding templates and create new SpaceOrcBot and EventTrigger objects. Newly created objects can be seen in the Game Object List.


Then in the Object Properties window we need to modify behavior of the trigger. EventTrigger object has an "onEnter" event, that evokes every time player character collides with trigger's physical shell. The designer needs to provide a reaction for this event.

Basically a reaction is a arbitrary piece of TorqueScript code. So a designer can write following: "SpaceOrcBot01.alert(%arg0);", SpaceOrcBot01 is a name of AiBot object, and %arg0 is an object that represents entity, that collides with the trigger object.

But GMK Editor can help write this code for you. In the Event Edit window with "pick mode" flag set you can enter the object's name just by clicking on the appropriate object in the editor window. When the object is selected you can choose an available action from the list.
That's all! Now you need to save your mission, exit the editor and start to play. Bot will attack you immediately after you enter the trigger.
Samples
The Installer of GMK features the game demo Orcs Rule will all source, including scripts, interiors and models (in Max and Blender formats). Exploring the Orcs Rule game from within GMK Editor is a very good starting point to learn the features and principles of the Game Mechanics Kit
Torque 3D
Torque Game Engine Advanced:
Windows XP or Vista
Intel or AMD Processor @ 1 Ghz
256 MB RAM (1GB recommended for Vista)
100% DirectX compatible ATI or nVidia based video card with 128 video RAM
DirectX
OSX 10.5.6
Intel-based Macs only
2 GB RAM
ATI or nVidia shader model 2.0+ video cards with 256 MB video RAM required
Torque Game Engine:
Windows 2000/XP/Vista
Pentium III 1000, 512 MB RAM
OpenGL or DirectX Compatible 3D Graphics Accelerator, DirectX compatible Soundcard
OS X 10.4/10.5
G5 or Intel Mac, 512 MB RAM
OpenGL Compatible 3D Graphics Accelerator
Torque Game Engine Advanced:
Windows XP or Vista
Intel or AMD Processor @ 1 Ghz
256 MB RAM (1GB recommended for Vista)
100% DirectX compatible ATI or nVidia based video card with 128 video RAM
DirectX
OSX 10.5.6
Intel-based Macs only
2 GB RAM
ATI or nVidia shader model 2.0+ video cards with 256 MB video RAM required
Torque Game Engine:
Windows 2000/XP/Vista
Pentium III 1000, 512 MB RAM
OpenGL or DirectX Compatible 3D Graphics Accelerator, DirectX compatible Soundcard
OS X 10.4/10.5
G5 or Intel Mac, 512 MB RAM
OpenGL Compatible 3D Graphics Accelerator




