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Torque X 3D for CC && XNA Creators Club GSE

by Scott R. Plaumann · 11/11/2009 (10:34 pm) · 4 comments

8:35 AM 11/11/2009

Where I was


My Dad asked me why is everything always in the last place that you look?
I really didn't know.
He said "Because when you find it you don't look anymore." He thought his tools should
be where he left them last, usually put back on the peg board or in some heavy drawer.
A place for everything and everything in its place.

I'm accustomed to tools, was a carpenter. Now, I think computer programs are tools. So...

Where I'm at


These are the tools:

C# // a managed logic assembler and consolidated Make file compiler directed towards CPU consumption

XNA // a pipeline wrapper platform directed towards GPU consumption

TX3D-CC // a WYSIWYG property bag used to coordinate asset functionality in 3D Space
tdn.garagegames.com/wiki/TorqueX

XSI // a mesh rig animation envelope designer: et al.

ZBrush // an asset sculpting, material and texture cohesion canvas

All this code is installed, loads and runs as expected.

Where I think I'm goin'


Off to the show.

Start C#

File/New Project
Use the Template in the main C# folder, there is none in the XNA Game Studio 3.1 folder
Select Starter Game 3D(3.0), name the solution and create it in your directory

In the Solution Explorer in C# right click on the highlighted startup solution and from the
dropdown menu click Create Copy of Project for Xbox 360.
Select Xbox 360 Copy of Game and make it the active project

In C# goto the Build menu and select Configuration Manager
Verify that the two Projects are properly configured
Game                    Debug   x86        Build(isChecked=T)   Deploy(isChecked=F)
XBox 360 Copy of Game	Debug	XBox 360   Build(isChecked=T)   Deploy(isChecked=T)
These are the settings as they should be and came up without modification.

Start your Xbox 360

Press the BIG X button in the middle of your controller and goto Games, then Game Library. Select it.
Goto All Games, press up on the dpad which moves you to the bottom of the list, and select
the "XNA Game Studio Connect" button. Then launch.
The screen comes up on the TV "Waiting for computer connection."

Go back to C#

I Clean, Build and Run the solution each time even though there is support for
incremental Builds. I livin' small so a full compile isn't an issue, yet.

The TV goes blank, it takes a little bit to start. Then I see a desert expanse on my
TV. Way cool! I see what they mean about the difference between a computer screen and
a TV. There is a huge chunk of real-estate missing from the TV that is available on
the computer screen. So be it, I've got the controller and some sand.

And so it is. The wave of game building begins, just like a cos wave.
Elated, to Concerned, to Consternated, to Attention, to Elated...
All is well and as it should be. Now, back to it.

Start Torque X 3D for Creators Club

While the program is running, open Torque X 3D-CC
Select File/Open XNA Game Studio Project...
Browse the directory to get to the folder where your active project resides and select
the windows version even though it's not the startup project.
And there it is, with the levelData.txscene loaded in Torque X Builder 3D. The desert
appears in the 3D Scene View and we're ready to rock, or pound sand.

Be that as it may

Let go and let COM+, no that's not it
Never break a build, not that either
Save once, Save often, I'm good with that.

Now that's what I call being on the same page.
If only ZBrush had GoZ over to Autodesk Softimage Mod Tool Pro 7.5 in my life time.
I'm getting old and yet I digress.

Anyway, best wishes all.
Thanks Dad and Mom.

Oh yea,
I'm a real nube with Blogging and such so if you could bear with me. I hope that my
little jaunt proves helpful and/or informative and can move on toward what can be
done with Torque X 3D for Creators Club.

Like my mom would say, "If you want to do one thing you got to do ten things first."

G'day

About the author

My Avatar is the app I'm working on in VB. It would be nice to work in Torque X and port my Visual Basic to C#\XNA. Also know some XML, UNIX, C++.


#1
11/12/2009 (4:20 am)
Really cool blog, Scott, I enjoyed reading it. Do you have plans for a specific game yet, or just getting familiar with the system? Either way, keep us posted!
#2
11/12/2009 (10:50 am)
I'll definitely be following your progress every step of the way. :)
#3
11/13/2009 (2:02 am)
Thanks for chimming in.

Like an old prof. of mine would say, "First you will wallow in
complexity, then I'll get to your grades." So the good money
is on me just getting familiar with the syntax, Type Definitions,
Best Coding Practices and bla-de-blah. It took me a little while to
remember that an underscore in front of a variable name means
that it's a variable as a member. I think the Best Coding Practices
is going to be the tough part.

As for a game it will be in 3D space. Nothing vaguely specific in mind as of yet.
#4
01/22/2010 (12:18 am)
Where I can get the FPSDemo?