Appendices A, B, C, D of GPGT Text by
Edward F. Maurina III

goto Appendix B:GPGT Lesson Kit Docs   goto Appendix C:Combined Maze Runner Lessons   goto Appendix D:GPGT Lists

Also, online resources from Hall of Worlds and Garage Games directly related to the Spr 2008 Game Programming Class at SDSU taught by Dr. Kris Stewart. It can sometimes be confusing to differentiate between current information and where this information came from. Ed Maurina was a very active member of the Garage Games community, and created the Torque Notes respository. This evolved into the online Essential Guide to the Torque Game Engine (EGTGE). Which evolved into the text we are using for the class, Game Programmers Guide to Torque (GPGT), which is published by Garage Games (and A.K. Peters). Stewart found it to very very useful to read http://www.garagegames.com/blogs/2311/11069 GPGT Postmortem [11Aug06].

GPGT Volume 1 Appendix E: Maze Runner Lessons (Steps Only), OSX updates and Errata from author

Appendix A Quick References [393 pages]
"
TorqueScript Quick Reference
A.1.1. Conventions
Throughout this document, for succinctness, I will refer to the Torque Game Engine 
Scripting language simply as Torque Script.

A.1.2. Syntax/Rules
Torque Script is a typeless script that is very similar in syntax to C/C++. You will 
find that most C/C++ operators function as expected in Torque Script. In addition to 
providing the strengths of C/C++, Torque Script provides:
• Auto creation and destruction of local/global variables and their storage.
• String catenation, comparison, and auto-string-constant creation (see ‘Literals’ below).
• Function packaging.

A.1 TorqueScript Quick Reference....................5
A.1.1. Conventions..................................5
A.1.2. Syntax/Rules.................................5
A.1.3. Literals.....................................5
A.1.4. Operators in TGE.............................6
A.1.5. Keywords.....................................8
A.1.5. Engine Interfacing...........................23

A.2 Console Objects Fields and Methods Quick Reference 30
A.2.1. ActionMap....................................30
A.2.2. AIConnection.................................35
A.2.3. AIPlayer.....................................37
A.2.4. AIWheeledVehicle.............................41
A.2.5. AudioDescription.............................43
A.2.6. AudioEmitter.................................44
A.2.6. AudioProfile (AP)............................45
A.2.8. Camera.......................................45
A.2.9. CameraData...................................47
A.2.10. ConsoleLogger...............................47
A.2.11. Debris......................................47
A.2.12. DebrisData..................................48
A.2.13. DecalData...................................49
A.2.14. DecalManager................................49
A.2.15. EditManager.................................50
A.2.16. Explosion...................................51
A.2.17. ExplosionData...............................51
A.2.18. FileObject..................................52
A.2.19. FlyingVehicle...............................55
A.2.20. FlyingVehicleData...........................55
A.2.21. fxFoliageReplicator.........................56
A.2.22. fxLight.....................................59
A.2.23. fxLightData.................................60
A.2.24. fxShapeReplicator...........................62
A.2.25. fxSunLight..................................64
A.2.26. GameBase....................................66
A.2.27. GameBaseData................................67
A.2.28. GameConnection..............................67
A.2.29. HoverVehicle................................76
A.2.30. HoverVehicleData............................77
A.2.31. InteriorInstance............................78
A.2.32. Item........................................81
A.2.33. ItemData....................................84
A.2.34. Lightning...................................85
A.2.35. LightningData...............................86
A.2.36. Marker......................................86
A.2.37. MissionArea.................................87
A.2.38. MissionMarker...............................87
A.2.39. NetConnection...............................87
A.2.40. NetObject...................................91
A.2.41. ParticleData (PD) ..........................92
A.2.42. ParticleEmitterData ........................93
A.2.43. ParticleEmitterNode.........................95
A.2.44. ParticleEmitterNodeData.....................95
A.2.45. Path........................................95
A.2.46. PathCamera..................................96
A.2.47. PhysicalZone................................98
A.2.48. Player......................................100
A.2.49. PlayerData..................................103
A.2.50. Precipitation...............................106
A.2.51. PrecipitationData...........................107
A.2.53. Projectile..................................108
A.2.53. ProjectileData..............................108
A.2.54. SceneObject.................................109
A.2.55. ScriptGroup.................................112
A.2.56. ScriptObject................................113
A.2.57. ShapeBase...................................113
A.2.59. ShapeBaseData...............................144
A.2.60. ShapeBaseImageData..........................147
A.2.61. SimDataBlock................................149
A.2.62. SimGroup....................................149
A.2.63. SimObject...................................149
A.2.64. SimSet......................................153
A.2.65. Sky.........................................157
A.2.66. SpawnSphere.................................160
A.2.67. Splash......................................160
A.2.68. SplashData .................................160
A.2.69. StaticShape.................................162
A.2.70. StaticShapeData.............................163
A.2.71. Sun.........................................163
A.2.72. TCPObject...................................163
A.2.73. TerrainBlock................................165
A.2.74. Trigger.....................................166
A.2.75. TriggerData.................................167
A.2.76. TSShapeConstructor..........................167
A.2.77. TSStatic....................................167
A.2.78. Vehicle.....................................167
A.2.79. VehicleData.................................168
A.2.80. WaterBlock..................................170
A.2.81. WheeledVehicle..............................172
A.2.82. WheeledVehicleData..........................175
A.2.83. WheeledVehicleSpring........................175
A.2.84. WheeledVehicleTire..........................175

A.3 Console Functions Quick Reference...............178
A.3.1. OpenAL.......................................178
A.3.2. Debugging....................................184
A.3.3. String Manipulation..........................197
A.3.4. NETWORKING...................................217
A.3.5. CONSOLE......................................227
A.3.6. DEVICE IO....................................232
A.3.7. FILE I/O.....................................236
A.3.8. PACKAGES.....................................242
A.3.9. OBJECTS......................................243
A.3.10. EVENT SCHEDULING............................244
A.3.11. DATABLOCKS..................................247
A.3.12. VIDEO / TEXTURING...........................247
A.3.13. SPECIAL.....................................260
A.3.14. RESOURCE MANAGEMENT.........................264
A.3.15. SCENE.......................................265
A.3.16. CONTAINERS and RAYCASTS.....................265
A.3.17. EDITORS.....................................269
A.3.18. BUILD.......................................269
A.3.19. TIME........................................271
A.3.20. GUIS........................................271
A.3.21. MATH .......................................272

A.4 GUI Controls Quick Reference....................286
A.4.1. Purpose......................................286
A.4.2. GuiControlProfile Fields.....................286
A.4.3. Standard GUI Controls (Alphabetical Listing).288

A.5 Callbacks Quick Reference.......................355
A.5.1. Game Callbacks...............................355
A.5.2. GUI Callbacks................................364
A.5.3. Other Callbacks..............................365

A.6 Scripted Systems Quick Reference................366
A.6.1. Simple Task Management System (SimpleTaskMgr)367
A.6.2. EGTGE Tasks Management Reference.............375
A.6.3. Simple Inventory System (SimpleInventory)....377
A.6.4. SimpleInventory:: Structure..................378
A.6.5. Simple Inventory Console Functions...........378
A.6.6. SimpleInventory:: Console Methods............379
A.6.7. ShapeBaseData:: Inventory Methods............381
A.6.8. ItemData:: Inventory Methods.................382
A.6.9. Item:: Inventory Globals.....................384
A.6.10. Item:: Inventory Helper Methods.............384
A.6.11. GPGT Utilities .............................384
"

Appendix B GPGT Lesson Kit docs [46 pages]
"
B.1 GPGT Lesson Kit User's Guide........................4
B.1.1. About The GPGT Lesson Kit........................4
B.1.2. Running The GUI Sampler..........................6
B.1.3. Running The Interface Sampler....................7
B.1.4. Running The 3D Lessons (SinglePlayer)............8
B.1.5. Running The Sample Script Console................12
B.1.6. Adding New GUI Samples...........................14
B.1.7. Adding New Interface Samples.....................15
B.1.8. Adding New 3D Lessons............................16
B.1.9. Adding New Sample Scripts........................27
B.2 Instructing and Collaborating.......................28
B.2.1. Running The 3D Lessons Server (MultiPlayer)......28
B.2.2. GPGT Lesson Client (LAN).........................29
B.2.3. GPGT Lesson Client (Remote Networks).............30
B.2.4. Special Considerations For Lesson Hosting........31
B.2.5. Running The Included Master Server...............32
B.3 Recording Lesson Kit Sessions.......................34
B.3.1. Recording A Lesson Kit Session...................34
B.3.2. Replaying A Recorded Lesson Kit Session..........34
B.3.3. Some Prerecorded Lesson Kit Sessions.............34
B.4 GPGT 3D Lesson Descriptions.........................35
B.4.0. Lesson Template..................................35
B.4.1. SceneObject......................................35
B.4.2. ShapeBase (General)..............................36
B.4.3. Item.............................................38
B.4.4. TSStatic.........................................40
B.4.5. ShapeBaseImageData (Images)......................40
B.4.5. InteriorInstance.................................40
B.4.7. Mission Objects..................................41
B.4.8. Special Effects..................................43
B.4.9. Game Elements....................................45
"

Appendix C Combined Maze Runner Lessons [80 pages]
Appendix C. Combined Maze Runner Lessons....................1
C.0 Setting Up Our Workspace................................4
C.1 Lesson #1 – Terrain for Our Game .......................8
C.2 Lesson #2 – loading datablocks..........................9
C.3 Lesson #3 – Game Coins.................................10
C.4 Lesson #4 – Fade and Fireball Blocks...................12
C.5 Lesson #5 – Maze Blocks................................16
C.6 Lesson #6 – Simplest Player............................18
C.7 Lesson #7 – Preparing Our Game Inventory...............23
C.8 Lesson #8 – Lava in the Cauldron.......................26
C.9 Lesson #9 – Starry Night...............................27
C.10 Lesson #10 – Low Lighting.............................28
C.11 Lesson #11 – Stormy Weather...........................29
C.12 Lesson #12 – Teleport Station Effect..................31
C.13 Lesson #13 – Celestial Bodies.........................34
C.14 Lesson #14 – Teleport Stopper.........................35
C.15 Lesson #15 – Teleport Triggers........................36
C.16 Lesson #16 – MoveMap..................................40
C.17 Lesson #17 – Level Loader.............................42
C.18 Lesson #18 – Game Events..............................50
C.19 Lesson #19 – FireBall Explosion.......................55
C.20 Lesson #20 – The FireBall.............................58
C.21 Lesson #21 – Game Sounds..............................61
C.22 Finishing the Prototype...............................66
C.23 Finish Gameplay Code..................................66
C.24 Improve Feedback......................................74

Note1 : The versions of the lessons included in this document may vary slightly 
from the book versions, but this will not affect the creation of your game.
"

Appendix D GPGT Lists [31 pages]
"This appendix is a summary listing of the extremely common
factoids which all TGE users should be aware of. It lists such
things as supported graphics formats, supported shape and
interior formats, general facts about the TGE simulated world, metrics,
orientation concepts, ...

D.1 TGE Must Know Facts...................................4
D.1.1. Texture Support....................................4
D.1.2. The TGE World......................................6
D.2 Suggested Reading.....................................8
D.2.1. Graphics...........................................8
D.2.2. Games..............................................9
D.2.3. User Interfaces....................................9
D.2.4. Programming........................................10
D.2.5. General Design.....................................10
D.3 Favorite Resources....................................11
D.3.1. Game Development Sites.............................11
D.3.2. Engine Improvements and Scripting Resources........13
D.4 Tool Lists............................................16
D.4.1. Interior Creation Tools............................16
D.4.2. Shape Creation Tools...............................18
D.4.3. Texture Creation, Generation, and Editing Tools ...20
D.4.4. Texture Filters and Filtering Tools................20
D.4.5. Sound Recording and Editing Tools..................21
D.4.6. Video Capture & Editing Tools......................21
D.5 Glossary Of Terms.....................................22
"