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Getting up to speed on Torque

October 4th, 2007

So, among all the other things that I have going on, one thing I have been promising myself is that I would learn a game scripting language, starting with TorqueScript. Right now, I am wearing many hats- all simultaneously, and it’s sort of an expert juggling act that I’ve been mastering for quite some time. Tossing up the bowling ball, while catching the flaming torch, and remembering that a slippery tuna fish is in my other hand gets tiresome, true- but the love of all things related is why I attempt this act in the first place.

I picked up this book , 3d Game Programming: All-in-One, in an attempt to familiarize myself with the whole picture. The book includes a brief introduction, and sections on building, scripting, texturing, etc. And since we know that each of those topics can get very detailed, right now I need to just get a general sweep of everything as I expose myself to Game Development. The book comes with Torque, which is an independently licensable game engine- made especially for homebrew game developers and small game development startups. The book actually uses Torque in all of it’s examples, but of course the ideas are applicable in other areas.

I am just getting started with looking at Torque in depth, so if you have some tips, pass them along.

gaming, programming, torque