Moving Right Along


In this chapter, we took a look at the capabilities available in the common code base so that you will gain familiarity with how Torque scripts generally work. For the most part, it is probably best to leave the common code alone. There may be times, however, when you will want to tweak or adjust something in the common code, or add your own set of features, and that's certainly reasonable. You will find that the features you want to reuse are best added to the common code.

As you saw, much of the critical server-side common code is related to issues that deal with loading mission files, datablocks, and other resources from the server to each client as it connects.

In a complementary fashion, the client-side common code accepts the resources being sent by the server, and uses them to prepare to display the new game environment to the user.

So, that's enough programming and code for a while. In the next few chapters, we get more artistic, dealing with visual things. In the next chapter, we will take a look at textures, how to make them and how to use them. We'll also learn a new tool we can use to create them.




3D Game Programming All in One
3D Game Programming All in One (Course Technology PTR Game Development Series)
ISBN: 159200136X
EAN: 2147483647
Year: 2006
Pages: 197

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