Back to Blog

Things I learned at Torque Boot Camp Day 2

by MrPhil
blog

[Editor's note: First appeared at http://www.garagegames.com/blogs/29221/8937]

- Successful people just fiddle with Torque for a good while before trying to make a game
- SceneObject bins help limit the amount of collision math/processing that is needed
- Portals are about DIF not DTS
- Gotcha using RenderTransform() instead of normal Transform()
- GameBase datablocks, processTick(), ControlObjects
- ShapeBase
... Assumes a 3D world
... TGE isnt totally thread safe
...... this is one of the improvements in TGS
...... Atlas and IRC needed multi-threading ability
... MountingImages
... Events are not the same as Call-Backs CallBacks are in process, meaning they are part of the Tick process, but Events are processed outside the tick loop
- Player
... ConsoleMethod( Player, MethodName, Const Char*, 3, 3, help string );
... Argv array of arguments, C++ args, not script arguments
... dSscanf d is for dynmaix; cross-platform consistency, but might act a little different than a standard lib function
... Con::executef purpose so C++ can call script, Dont block b/c its during a tick (most likely)
... Schedule 0 means next available moment (After tick and other sensitive work)
... SimEvent would be a good way to hook in a non-Torque application with TCP/IP