A truly skeletal starter/learning project for Torque 3D. Check out the releases page for demos, and tutorials for, well, tutorials.
t3d-bones
provides an almost completely minimal example of how to start the T3D engine, load a level and create a camera to view it through.
Oh, and the console is still there, but removing it is as simple as removing one line of code.
The template has been structured as little as possible, but I found that moving it towards a modular format helped make the code understandable.
Therefore:
main.cs
handles engine initialisation, loads up the console, and finally the base game.lib/
contains script libraries. At this moment, all it contains is the console GUI, and the stock post-effects.- All game-related info (i.e. object creation) is defined in
game/
, which is also where the art lives. - System initialisation (i.e. graphics and sound) lives in
sys/
. Don't go in there. It's terrifying. - Each folder in
tutorials/
is like a customgame/
folder specific to some learning goal.
- NessieSim 2014: a Monster Mash 2014 jam entry
- vlrtt: a real-time tactics game with vim-like controls
- sspt: a side-scroller prototype
Let me know if you use t3d-bones!
Want to start your own project based off t3d-bones
?
Awesome!
To get started, you can download a zip of this repository with binaries from the releases page (7MB).
If you're a git
user, you can also just clone this repository somewhere:
git clone git@github.com:eightyeight/t3d-bones.git myAwesomeGame
And if you don't want the tutorials, you can just delete the folder:
rm -rf myAwesomeGame/tutorials
In the interests of keeping the repository small and focused on the scripts, there are no binary files included. You can either copy them from your main T3D installation, or download one of the releases. And you're ready to go!