Torque Game Engine Tutorials

Tutorial Base
 

This first download is not really a tutorial. It's the “tutorial.base” example that ships with the Torque Game Engine (v1.3). The “tutorial.base” example acts as the official starting place for people who wish to write tutorials about Torque. As a base example, it doesn't do much more than drop the player into a simple test environment and it’s from this point that each of the tutorials starts from.

Note: While much can be learned from this base application, it does not contain any of the engine's source code. To unleash the full potential of Torque I highly suggest that you purchase the full SDK with source and samples. For both hobbyists and serious game developers, it's quite the value.

 

Static Shapes
 

This tutorial demonstrates how to use Torque's built-in Mission Editor to add a Static Shape to a mission or level. Static Shapes are basically pieces of geometry which act as obstacles in a mission like a model of a building or a large boulder. The Static Shape geometry used by this tutorial is a simple tree which has already been exported from .max to .dts for you. This tutorial uses Tutorial Base as its starting place.

 

Creating Triggers
 

This tutorial demonstrates how to use the built-in Mission Editor and some scripting to create a Trigger object which can be used to notify us when the player has entered a special area. This tutorial uses Tutorial Base as its starting place.

 

Shapes and Basic Collision
 

This tutorial demonstrates how to use the built-in Mission Editor and some scripting to create  a Shape object that the player can interact with through collision events. This is typically done to create special game objects like power-ups or weapons which can be picked up or used. This tutorial uses Tutorial Base as its starting place.

 

Scripting Particle Systems
 

This tutorial demonstrates how to create particle systems through script which can then be added to a mission with the Mission Editor. The tutorial creates a camp fire using two particle systems to emit both fire and smoke. This tutorial uses Tutorial Base as its starting place.

 

Weapons
 

This tutorial demonstrates how to add a weapon to a Torque based game by adding a rocket launcher to the tutorial base application. The shape and texture files for the rocket launcher and the rocket projectile are courtesy of Chad Walker of Walker Boy Studios. This tutorial uses Tutorial Base as its starting place.

 

Bot Path-Finding
 

This tutorial demonstrates how to create a bot or A.I. driven player, which is capable of following a Path object created via the Mission Editor. This is useful if you need a bot to patrol or guard a certain area when it's not actively attacking a human player. This tutorial uses Tutorial Base as its starting place.

 

Weapons Damage 
 

This tutorial demonstrates how to apply weapons damage to both players and bots when a weapon's projectile collides with them. We'll also cover how to calculate "radius damage", which will allow an exploding projectile like a rocket or a missile to damage a player even though it doesn't make direct contact.

Note: This tutorial is an advanced composite tutorial, which not only requires the Tutorial Base application as its starting place, but also requires the addition of one or more other tutorials to build up from. This particular tutorial requires the addition of the Weapons and Bot Path-Finding tutorials to be completed properly.