Getting Started With Torque Engine
by Jim · in Torque 3D Beginner · 11/28/2012 (4:28 pm) · 12 replies
Hi gang,
Since I'm a Torque newb, I'm currently working my way through the FPS and RTS tutorials which are giving me a look at TorqueScript. But I have heard that TS is slow compared to C++. So eventually I'll want to try hacking Torque 3D or writting stuff in C++ since it's faster.
But where where/how to start? To be more clear, can you suggest tools, instructions, exercises that would give me an introduction to hacking Torque 3d?
I plan to try this for a development environment:
http://docs.garagegames.com/torque-3d/official/content/documentation/Setup/Overview.html
BTW: I'm here becuase Torque 3d is open source. Very Cool.
Since I'm a Torque newb, I'm currently working my way through the FPS and RTS tutorials which are giving me a look at TorqueScript. But I have heard that TS is slow compared to C++. So eventually I'll want to try hacking Torque 3D or writting stuff in C++ since it's faster.
But where where/how to start? To be more clear, can you suggest tools, instructions, exercises that would give me an introduction to hacking Torque 3d?
I plan to try this for a development environment:
http://docs.garagegames.com/torque-3d/official/content/documentation/Setup/Overview.html
BTW: I'm here becuase Torque 3d is open source. Very Cool.
About the author
Total Newb
#2
11/28/2012 (5:55 pm)
How much of that is still relavent to the current Torque 3d as those books use TGE as a basis ?
#3
11/28/2012 (6:12 pm)
If you are looking to use T3D and have the speed of .NET, look at DotNetTorque @ www.winterleafentertainment.com. it may have the speed that you are looking for.
#4
11/28/2012 (7:44 pm)
Most of that is still functional. It'll get you up and running until you can dig into the newer component system, and even then some people prefer the older console object interface.
#5
Richard: did you say new component system? What is witchcraft you speak of?
11/28/2012 (10:06 pm)
Jim: I'd recommend looking through the resources section and finding some that look interesting and are implemented in C++. I got my start in the engine just hacking in resources. You may find a lot of older ones that apply more to TGE or TGEA, but if you're changing gameplay code (in, for example, the Player or Projectile classes), lots of it is likely to be similar.Richard: did you say new component system? What is witchcraft you speak of?
#7
There has been a component system base in place for a while - check engine/component - but it looks like it wasn't much used. While I'm on the subject, I think it might be a good place to start if someone were to try bringing Behaviors to T3D.
What I was actually referring to is the EngineAPI stuff (engine/console/engineAPI.h). This was intended to replace the existing console system but I'm guessing it would have involved a massive amount of rework throughout the engine.
Upside? Cooler. Perhaps faster. Enforced type checking.
Downside? Limit to number of arguments passed because they're template based (I suppose - not sure if varargs function as template parameters).
11/29/2012 (8:55 am)
I suppose I should have said "newer" instead of "new"....There has been a component system base in place for a while - check engine/component - but it looks like it wasn't much used. While I'm on the subject, I think it might be a good place to start if someone were to try bringing Behaviors to T3D.
What I was actually referring to is the EngineAPI stuff (engine/console/engineAPI.h). This was intended to replace the existing console system but I'm guessing it would have involved a massive amount of rework throughout the engine.
Upside? Cooler. Perhaps faster. Enforced type checking.
Downside? Limit to number of arguments passed because they're template based (I suppose - not sure if varargs function as template parameters).
#8
Richard: I'd advise picking up some books on C++ before getting too excited about it, though - it's much easier if you are familiar with the language.
Daniel: I'd recommend looking through the resources section and finding some that look interesting and are implemented in C++.
Steven: This may also be worth while if you can wait a month: [amazon]
11/29/2012 (10:17 am)
Thanks for all the suggestions guys, a few stand out that I intend to try...Richard: I'd advise picking up some books on C++ before getting too excited about it, though - it's much easier if you are familiar with the language.
Daniel: I'd recommend looking through the resources section and finding some that look interesting and are implemented in C++.
Steven: This may also be worth while if you can wait a month: [amazon]
#9
If you have functions being processed every tick it'll cause a bottleneck in script so all "heavy lifting" (processor intensive) work should be done in code rather than script. That's not to say that you shouldn't temporarily work out the functionality in script first for testing purposes.
11/29/2012 (11:37 am)
C++ is faster than everything - but you can't just change things on the fly. That's what low-level scripting languages like TS are for (which is just an average C syntax script language, surprisingly like GSC that CoD uses).If you have functions being processed every tick it'll cause a bottleneck in script so all "heavy lifting" (processor intensive) work should be done in code rather than script. That's not to say that you shouldn't temporarily work out the functionality in script first for testing purposes.
#10
11/29/2012 (1:18 pm)
I'd say "learn assembly for Intel processors" but that'd be silly overkill....
#11
11/29/2012 (3:40 pm)
I still after 20 years haven't learnt assembler for Intel processors *sigh* I could never bring myself to take the step backwards from 68,000 series, that was just so easy to program with. 6 accumulators now that was a nice assembler.
#12
Looks good, anyone read it?
12/04/2012 (3:52 pm)
This book has just been updated for T3D - amzn.com/1435457447Looks good, anyone read it?
Torque Owner Richard Ranft
Roostertail Games
I'd advise picking up some books on C++ before getting too excited about it, though - it's much easier if you are familiar with the language.