Getting started with Torque in 3d... seems a bit convoluted.
by Derek Traver · in General Discussion · 02/11/2010 (1:11 pm) · 6 replies
So I'm trying to figure out where to start with learning Torque to develop a simple 3d game, and get my feet wet. I just don't know where to start!
They advertise the 3 books in the garagegames store, and I've heard good things about Torque for Teens, but apparently they all are written for TGE. It is my understanding that in order to download TGE, I have to buy Torque 3D, and then go to my products and download older versions, correct?
-Is it even useful to use these books then?
-Should I just ignore them and try learning Torque 3D from the documentation?
-Is there any tutorials for T3D that walk you through the creation of a complete, simple game like the TGE books do?
-Would the books help at all with Torque 3D?
-Should I just develop my game with TGE since the books would give me a better understanding of that?
-Does TGE have any WYSIWYG functionality at all? Or do you have to set up environments and everything with code?
Halp!
They advertise the 3 books in the garagegames store, and I've heard good things about Torque for Teens, but apparently they all are written for TGE. It is my understanding that in order to download TGE, I have to buy Torque 3D, and then go to my products and download older versions, correct?
-Is it even useful to use these books then?
-Should I just ignore them and try learning Torque 3D from the documentation?
-Is there any tutorials for T3D that walk you through the creation of a complete, simple game like the TGE books do?
-Would the books help at all with Torque 3D?
-Should I just develop my game with TGE since the books would give me a better understanding of that?
-Does TGE have any WYSIWYG functionality at all? Or do you have to set up environments and everything with code?
Halp!
About the author
#2
I understand the benefits of t3d... but if I can't learn by example or tutorials, I usually have a tough time, and the t3d docs seem pretty sparse with a few very specific tutorials.
02/11/2010 (6:01 pm)
Would it be possible to publish content created with the tge books by purchasing a t3d license?I understand the benefits of t3d... but if I can't learn by example or tutorials, I usually have a tough time, and the t3d docs seem pretty sparse with a few very specific tutorials.
#3
The docs and tutorials are a work in progress and there is more coming, as well as more video tutorials. Like I said, the books cover only scripting and the majority of that would be applicable to T3D. The can be said for any script based resources found on the site for the older engines as well as some C++ based ones.
02/11/2010 (8:27 pm)
That I'll have to find out. While the Torque 3D Pro license grants you access to TGE and TGEA, I'm not sure if the license grants publishing rights. My assumption would be yes, but I need to make sure that's right before saying one way or the other.The docs and tutorials are a work in progress and there is more coming, as well as more video tutorials. Like I said, the books cover only scripting and the majority of that would be applicable to T3D. The can be said for any script based resources found on the site for the older engines as well as some C++ based ones.
#4
How similar are the interfaces? Will I be completely lost?
02/12/2010 (10:17 am)
If that is the case, then would it be beneficial to buy Torque for Teens and The Game Programmer's Guide to Torque, work through them both with the TGE demo they are bundled with, and then buy T3D?How similar are the interfaces? Will I be completely lost?
#5
But the core scripting language is the same.
02/12/2010 (4:59 pm)
T3D has more, and slight changes (improvements). I you know how to build a map in TGE, you're well prepared to do the same in T3D, but have more tools to use (roads & rivers, forest kit). The folder layout has also changed slightly.But the core scripting language is the same.
#6
TorqueScript gains use of the arrayObject class, which means for the first time (without kitbashing--there is a solid resource available which describes the process of implementing same) arrays are supported out of the box in Torque.
To me, this is a HUGE feature which has gone nearly unmentioned--I only noticed it when I was about to begin implementing the resource and saw arrayObject present in the source code.
The script reference still states explicitly TorqueScript does not have arrays here:
http://docs.torquepowered.com/torque-3d/official/content/documentation/Scripting/Overview/ReferenceGuide.html
in the very first blue box on the page), but there is an array tutorial in the T3D documentation here:
http://docs.torquepowered.com/torque-3d/official/content/documentation/Scripting/Simple/Arrays.html
which covers introductory usage of the new class.
As far as books go, I would strongly recommend Maurina's "Game Programmer's Guide to Torque" as the beginning book, along with Finney's "Advanced 3D Programming All-In-One".
I have the "Teen" book and cannot recommend it, although I understand a second edition has been issued, I have not personally yet reviewed it. For a younger person just beginning to explore the subject, it might still be useful, but the interested reader will soon be looking for a volume with more in-depth discussion and explanation.
Both Maurina's and Finney's books are dated, referring specifically to the Torque Game Engine, but Maurina's coverage of scripting and Finney's rounded introduction to all the other elements and tools involved in building a game is helpful in learning about the scope of a 3D project.
02/12/2010 (7:23 pm)
The core scripting language changes with Torque 3D, in a way I feel is much for the better. TorqueScript gains use of the arrayObject class, which means for the first time (without kitbashing--there is a solid resource available which describes the process of implementing same) arrays are supported out of the box in Torque.
To me, this is a HUGE feature which has gone nearly unmentioned--I only noticed it when I was about to begin implementing the resource and saw arrayObject present in the source code.
The script reference still states explicitly TorqueScript does not have arrays here:
http://docs.torquepowered.com/torque-3d/official/content/documentation/Scripting/Overview/ReferenceGuide.html
in the very first blue box on the page), but there is an array tutorial in the T3D documentation here:
http://docs.torquepowered.com/torque-3d/official/content/documentation/Scripting/Simple/Arrays.html
which covers introductory usage of the new class.
As far as books go, I would strongly recommend Maurina's "Game Programmer's Guide to Torque" as the beginning book, along with Finney's "Advanced 3D Programming All-In-One".
I have the "Teen" book and cannot recommend it, although I understand a second edition has been issued, I have not personally yet reviewed it. For a younger person just beginning to explore the subject, it might still be useful, but the interested reader will soon be looking for a volume with more in-depth discussion and explanation.
Both Maurina's and Finney's books are dated, referring specifically to the Torque Game Engine, but Maurina's coverage of scripting and Finney's rounded introduction to all the other elements and tools involved in building a game is helpful in learning about the scope of a 3D project.
Associate Scott Burns
GG Alumni
Personally, I would think skipping TGE and going straight to Torque 3D would be in the best interest of newcomers to the engines. I know that can be seen as me just pushing the new flagship, and partly it is, but also the improvements in Torque 3D make the engine far more user friendly than it's predecessors.
Oh, and yes TGE's editors are WSYIWYG. That's been a feature of all the engines for years, some scripting is required of course to define objects before you can use them.