Compiling in Windows Last updated 05 Mar 2017 22:57 by Areloch
Torque includes two build systems - you can choose between the custom-built Project Generator (which goes hand-in-hand with the Project Manager GUI applet), which uses PHP to generate build files, and CMake, which has its own domain-specific language for specifying build dependencies and steps. Take your pick!
Php Master Server Last updated 09 Dec 2016 00:02 by johxz
PHP MasterServer for Torque
Compiling In Linux Last updated 08 Nov 2016 21:06 by andijh92
As of version 3.7, Torque 3D supports being run under Linux using OpenGL for rendering. There are two broad approaches. You can build using the console only, or use an IDE with a GUI. The IDE we recommend for Ubuntu Linux is Qt Creator - however since the engine is configured using CMake, you can use any IDE that CMake can generate files for.
Open Vr Setup Last updated 23 Sep 2016 03:59 by Areloch
OpenVR is an SDK designed to act as an open source library to interface without various VR hardware. Nominally, it's built for Valve's HTC Vive.
Engine Classes Last updated 15 Jul 2016 21:22 by Areloch
This page has a list of major classes in the engine.
Refrence Guide Index Last updated 29 Apr 2015 09:23 by WaxyChicken
Compiling Using Vagrant Last updated 24 Apr 2015 09:27 by buckmaster
This tutorial will show you how to compile Torque 3D inside an Ubuntu virtual machine using Vagrant. You'll be able to use the resulting binaries on other Ubuntu computers to play T3D games.
Source Overview Last updated 05 Apr 2015 11:03 by LukasPJ
PhysX setup Last updated 19 Mar 2015 06:54 by buckmaster
If you plan on creating a project that uses PhysX you will first need to have the PhysX SDK intalled on your computer. Without the PhysX SDK in place the project generation step will fail when using either the Project Manager or manual project generation methods.
Leap Motion setup Last updated 01 Mar 2015 06:57 by buckmaster
The Leap Motion controller allows for hands and fingers to provide input to an application. Torque 3D has preliminary support for this new input device. The sections below describe how to set up and use the Leap Motion controller with Torque 3D. You may also want to check out the following related pages:
Oculus Rift setup Last updated 01 Mar 2015 06:57 by buckmaster
The Oculus Rift combines a head mounted display with a sensor that tracks your head's absolute rotation. Starting with v3.0, Torque 3D now has preliminary support for this device. This page describes how to set up and use the Oculus Rift with Torque 3D. You may also want to check out the following related pages:
Razer Hydra setup Last updated 01 Mar 2015 06:57 by buckmaster
The Razer Hydra provides a controller for each hand that may report its absolute position and rotation, along with a series of standard gamepad controls. Torque 3D has preliminary support for this new input device. This page describes how to set up and use the Razer Hydra controller with Torque 3D. You may also want to check out the following related pages:
Material system overview Last updated 21 Dec 2014 09:09 by buckmaster
Materials encapsulate the textures, shaders, shader-constants, and render-states that are needed to draw geometry in Torque3D. Materials are defined in script files and have a wide variety of possible data fields, which tie directly to members of the C++ class Material (found in Engine/source/materials/materialDefinition.h). These values are then used to create a subclass of ProcessedMaterial. This document will focus on ProcessedShaderMaterial (found in Engine/source/materials/processedShaderMaterial.h) but familiarity with the ProcessedMaterial base class is recommended. Here is an example of a Material defined in script:
c++ reference t3d
Code Style Guidelines Last updated 14 Dec 2014 23:08 by LukasPJ
This article will define a set of code style guidelines that we would like to use in order to help maintain consistency throughout the Torque 3D codebase. While some points covered deal strictly with the C++ source code, many of the style principles can be used with the scripts as well.
ExtendedMove Class Last updated 13 Dec 2014 07:09 by buckmaster
The ExtendedMove class expands on the standard Move class that is used by various GameBase classes, such as the Player class. The ExtendedMove class adds support for absolute positions (in millimeters) and rotations to be passed from the client to the server. This makes it easier to support new input devices such as the Leap Motion controller in multiplayer environments where the server must validate all moves.
Learning C++ Last updated 12 Dec 2014 23:04 by buckmaster
Here are some useful websites for learning C++, the language Torque is written in. Note that most game logic is written in TorqueScript - but your game-specific TorqueScript code calls C++ functions inside the game engine.
A master server using Haskell and Scotty Last updated 28 Nov 2014 01:14 by buckmaster
This tutorial will guide you through the process of setting up an HTTP master server for your game. The server will be programmed in Haskell, using the Scotty web server library. The code is available in the a GitHub repository.
incomplete networking tutorial
Master servers Last updated 08 Nov 2014 00:11 by buckmaster
Imagine you want to make a multiplayer game. When your player starts up the game, they should be able to see a list of all other games running at the moment, choose one, and connect to it. But how should we get this list of current games? The internet is a huge place, with billions of devices connected to it, using trillions of possible addresses - we can't just query every one of them to see if they're running a copy of our game!