Topics in Game Development Spring 2007 Notes on getting started with Torque and the Game Programmer's Guide to Torque Ed Angel 1. There are versions of the Torque engine for Windows, Mac OSX and linux. Because games written in Torque are scripted and recompiled automatically when the game is loaded, all the files for a given game are the same regardless of the platform on which they were developed. Usually, all the files for a single game will be in one folder which can be copied between platforms. 2. Torque is designed to use a two button mouse, hence Mac users will probably want to get one. Also, note that on the Mac, when you want to use a function key in Torque, you should also use the option (alt) key, i.e. to use get to the World Editor, instead of F-11, you would use Alt+F11. 3. The default behavior of Torque is that the game you want to run is in a folder in the folder containing the Torque binary. Thus, in the example folder in the installation you will see a binary for Torque (on linux you will use the command line "sh runtorque;") and folders with sample games (tutorial.base, starter.racing). You can either create your games within the examples folders or by copying the Torque binary to another folder and putting your game in a folder within this folder. 4. The default game is entered on line 6 of the file main.cs in the example folder. To start with another game, edit this file and enter the name of another folder within the example folder. 5. Torque comes with a tutorial that goes through all the steps to create a simple game. This tutorial is described in GettingStarted.pdf in the example folder. I put a copy of this file on the class website under TORQUE. I found that going through this tutorial before going through the textbook was very helpul. 6. The text uses the GPGT lessons to illustrate how to use the Torque tools and Torque script. There is a folder GPGT LessonKit on the CD with the text. Within this folder is a folder named gpgt which you can copy to the example folder. The lessons work fine on Windows. On linux, you probably will want to resize the game from the options button on the opening screen to match the higher resolution on the linux displays. I was unable to get all the data to load on the Mac. 7. When going through the tutorial and the lessons from GPGT in the book, you will be changing the objects and terrain you started with. You will probably find it is easier to go back to the inital state after each lesson by exiting the game (from the editor) and restarting. Remember not to save the game when prompted if you want to get back to the beginning. 8. On Windows and Mac OSX you will be runnning version 1.5. On linux you will be using version 1.4.2 which is the same as in the book. Thus far, I haven't found any incompatibilities between the systems. 9. It's especially important when editing GUIs to remove all the .dso files recursively (see page 575). If you don't the changes you edited in may not appear on the next running of the binary.