Introduction

What is Torque 3D?

Torque is a game engine, it is not based on graphical drag 'n' drop elements like Unity thus it is not as easy to get into and understand. There is no 'make game button' in Torque; you need to have an understanding of how to code, so if you are an absolute beginner at programming and have never written even a simple program then this might not be the right guide to start with.

What can Torque do out of the box?

Apart from the advanced deferred rendering model and the physics and all the other great stuff Torque can 'do'. What you are thinking of here is more likely what can you do if you load up the engine and start walking around? Actually, T3D has a lot of gameplay features out of the box. You can try the full template and you will be able to run around, shoot, mount vehicles, throw mines etc without making a single change to the engine. There is a lot of FPS features already implemented as well, including multiplayer support! So if you want to make a FPS you can probably (at first) treat the development as modding a game. A good bet for you would be to start at the FPS tutorial (see link at the end of the tutorial)

What do I need to get started with developing for Torque?

Coding

(The following steps is only necessary if you are not satisfied with just scripting and at some point want more than that. If you are only here for the scripting, the binary files in the repo will be enough.) Before you download the repo you should be sure to setup your environment correctly! First do you have an IDE (Integrated Development Environment)? No? If you are running Windows, you should go ahead and download Visual Studio 2013. Now, you need to download the DirectX SDK or else you can't compile the engine. If you plan to be using the physics, you will need the PhysX SDK.

Scripting

You can find editors and IDEs for coding in TorqueScript here.

What is TorqueScript?

TorqueScript (TS) is a C-like language. It is very basic. There are no 'types' in TorqueScript, everything is handled as strings or ints. TorqueScript is not object oriented - you can treat it as such but it wasn't made with object-oriented programming in mind. One of the most interesting things about scripting in TS is that it is event driven. The engine runs the game and sends the necessary callbacks to the Script interface.

TS is a (at the time of writing this) a pretty slow scripting language so you should avoid having all your core features in script. Personally one of thing I use TS for is triggering spell casts and spawn emitters, these are commands that aren't triggered a lot of times and extremely handy to have in script. I wouldn't use scripts for minds for the AI players, for prototyping it is okay but not for the release version of your game.

Introduction

To me there is no better way of learning something than to throw yourself into it and get dirty. So we will start right away with the first project. I will not go in depth with how the editors works in this tutorial but I will link you to places where you can get help to a specific task. So for a start I will ask you to create an empty project (choose the full template). If you don't know how to, take a look at this guide. Now enter the game, press F11 to enter the editor and play around with the terrain editing tools. Here's an official guide to creating your first terrain.

Place some objects

For learning how to place objects in the world, this video is a good place to start.. But we don't need decoration right now. We need something we can interact with. So we need to create a new object type! First go into Scripts/Server/ScriptExec.cs, at the end of the file add a new line:

This is absolutely vital! If you don't execute your scripts with a exec(""); call. They wont be loaded, you have to execute the scripts to use them. Now create a new file in Scripts/Server called Coin.cs Notice! Here I am not following the conventions on where to place datablocks. The reason I do this is because 1. I wanted to keep it as simple as possible in the first tutorial, and 2. I like to go against the convention; in some cases I prefer having the datablock with the scripts.

Put the following code in the Coin.cs file:

datablock this is very similar to a struct, basically in a datablock you dene a set of default values which will get copied to the spawned objects upon creation.
StaticShapeData( Coin ) here we state that we want to create a datablock of the type StaticShapeData, for creating new StaticShapes. We call this new datablock Coin.
category the category attribute is (AFAIK) only for telling the world editor where the new object can be found. (Which is why the Coin object showed up in the 'TutorialObjects' folder)
shapeFile this string defines where the 3D model which the static shape should use is located.
Granted, it doesn't really look like a coin. But use your imagination!
Alright, to spawn your new object load up the world editor(F11 in game) make sure you are in the object editor(F1) and in the scene tree menu(to the right) press the 'Library' tab.
Here you will notice that under the 'Scripted' tab a new folder has appeared, the 'TutorialObjects' folder. Inside this folder an object called Coin has appeared.
Double click it and your first coin will get spawned.

onCollision Callback

Now what can we make of this? For all static shapes that are using the datablock Coin, hence all our Coin objects, we define a function for the onCollision callback. The engine calls this callback when two objects collide. The parameters it gets is:
%this refers to the datablock.
%obj refers to the coin object.
%col refers to the object colliding with the coin.
%vec is the direction of the impact vector, which tells you the direction of the impact itself.
%len is the length of the impact vector, hence the force of the impact.
When an object collides with the coin, it deletes itself. That was pretty easy huh? This is one of the benets of an event driven language, it can be incredibly easy to create something cool!

SimGroups

Remember how to spawn those coins? Well lets get back to that. We want a way to manage how many coins are left in the game, so when there is no more coins, the game is done. We will do this by using a SimGroup. A SimGroup is a collection of objects. If you delete a Simgroup all objects inside it will be deleted as well.

Again head to the 'Library' tab in the scene tree menu. Now i want you to find the 'Level' tab. Inside the 'Level' tab go to the 'System' folder. Inside of this folder there will be a new object called SimGroup, which has an icon similar to a folder. Double click on it to spawn a new SimGroup. Make sure you have created at least 5 'Coin' objects and 1 SimGroup. You can check this by clicking on the Scene tab under the Scene Tree menu and check the list of objects there.

Now you noticed how the SimGroup looked like a folder? This is because it is used to store other objects! You can drag and drop the 'Coin' objects onto the newly created SimGroup and they will be stored there. Do so now. Make sure that you have only stored 'Coin' objects in the SimGroup. In the 'Inspector' panel under the Scene Tree menu you will find a list of attributes you can set for the selected object. Select the SimGroup and rename it to "Coins" do the same for all of the coin object, rename them to: "Coin1", "Coin2" "Coin3"… Etc.

Victory conditions

Did you read the guide to variables? if not then you should go ahead and do it now. Now we want to add some sort of victory condition, lets say that when all the coins are gone, then we will stop the game. Change the onCollision function in "Coin.cs" to this:

if(Coins.getCount() <= 0) - Very simple, if there is less or equal to 0 coins left in the game, then we should shut the game down.
commandToClient(%col.client,'ShowVictory'); this function sends a command to the client, telling it to show the victory message.
You should read the networking commands guide.
Now as you have read in the networking commands guide, we will need a clientCmd function. We will define this in a commands.cs file. First, we need to add an exec call so our new script will get loaded. We will do this in "Scripts/client/init.cs". Around line 80 after the

Add:

Now create a new file called commands.cs in Scripts/client and write the following function in it:

You should read the guide about string concatenation in Torque. This function simply shows a message box telling the client that he has won, and the amount of coins he collected. When he presses ok, the game ends and he returns to the mainmenu. You will notice that we never passed the score to this command from the server. That is what we are going to fix now.

Point system

Now we are going to make use of some global variables to keep track of the amount of coins we've collected. Back in Coins.cs add

To the top of the file. And now change the onCollision callback to this:

Now, everytime we pickup a coin the CoinFound global will raise by one. When there there is no more coins in the world the client will win the game when a pop-up shows him how many coins he gathered.

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