Game Development Community

Proofreading requested - new TGE tutorial

by Orion Elenzil · in Torque Game Engine · 07/12/2008 (6:33 pm) · 16 replies

Howdy folks -

Tutorials seem to be all the rage on GG lately,
and i got the bug to make one myself.

It's rather lengthy, but touches a pretty broad range of subjects interesting i think to the programmer who's starting to look under the covers of Torque networking and graphics:

* Creating a new class in the TGE class heirarchy.
* Adding a new class to the World Editor.
* The basics of render images / prepRenderImage().
* Some basics of OpenGL rendering.
* Fun with sine waves.
* Networking / Ghosting / Network Scope / PackUpdate / NetMasks.
* Exposing C++ fields to script as member fields.
* Exposing C++ fields to script via ConsoleMethods.

if anyone has the time to check it over and offer criticism, i'd appreciate it.

one obvious flaw: it's not formatted as a TGE resource, since i wanted to use more features of HTML (and javascript) than the forums allow. so it's hosted on my own site.

anyhow, here's the link to Not Taunting of HappyFunSquiggleBall, a tutorial!

if you have advice/suggestions/criticisms, please post here, or send email to the address in my profile.
thanks!

orion

#1
07/12/2008 (6:46 pm)
Wohoooo!

Downloading...
#2
07/12/2008 (6:53 pm)
Just from glancing through the tutorial, I have to say.. This is going to make a PROFOUND improvement on my understanding of not only general coding in Torque, but the handshakes and processes that are going on between the individual components...

THANK YOU

THANK YOU

THANK YOU
#3
07/12/2008 (8:29 pm)
Wow Orien,
This is super. I'm off to bed now, but will read more of it in the morning.
Thankyou. We need more tutorials like this around here. :-)
#4
07/12/2008 (9:13 pm)
The Tutorial is awesome. The rithm and formatting is perfect; the remarked comments were a cool improve to the flow. A little feedback:

1) Introduction:

Quote:"This tutorial is not going to explain what ghosting is, nor why it's cool..."
I dont know why you comment that, you did a pretty good job explaining what ghosting is and why it is cool!

2) Part 1 - Making and Ghosting a new subclass of SceneObject.
Whitin the code, you commented:
Quote:// often, new classes will define a new datablock here.
// i'm less of a fan of datablocks than some folks, and will not be making a new one here.
I would LOVE to read more on that.


You've done a really cool job, I hope you find some time to keep doing this!
#5
07/12/2008 (9:20 pm)
Got my eye on this tutorial and thread =)
#6
07/13/2008 (5:36 am)
I've quickly read through this, It is really good and something I'll need to study.

You asked for a Proofread, I noticed at the end of section 4 everything is blue like a comment.

Great work, and I thank you for taking the time to teach us.
#7
07/13/2008 (8:53 am)
Thanks for the comments guys!

* re not addressing ghosting - hah, you're right. i wrote the intro before i wrote the code.

* everything blue at the end of section 4 - got it, thanks.

* datablocks - well, datablocks have their place, but they're a whole huge topic, and i thought it would be a bit much to try to fit into this already pretty large and rambling thing. for an object as simple as this one, i don't think a new datablock is really needed.
#8
07/13/2008 (2:02 pm)
Wow this is nice. this is just the sorta thing i need.
#9
07/13/2008 (9:31 pm)
Damn useful. Wish I hadn't been up 10+ hours too long :)
(Saved as a web archive for later)
#10
07/19/2008 (12:14 pm)
Have slightly updated the tutorial's format,
and there's a video now, too.
#11
07/22/2008 (5:42 am)
Awesome Orion!
#12
07/22/2008 (6:59 am)
Thanks Orion. This is the kind of stuff TGE needs a lot more of. You da man!
#13
07/22/2008 (9:34 am)
No idea what the name means...but this is a great tutorial, 5 stars.
#15
09/12/2008 (3:40 pm)
Thanks, that's great.
#16
04/11/2009 (1:26 pm)
Hey Orion, just checked out the tutorial, lookin' good!

Very nice (And gives me a bunch of ideas!)