Torque3D
  • General
    • Welcome!
    • Features
    • Release Notes
      • Version 4.0.3
      • Version 4.0.2
      • Version 4.0.1
      • Version 4.0
      • Version 3.10.1
      • Version 3.10
      • Version 3.9
      • Version 3.8
      • Version 3.7
      • Version 3.6.2
      • Version 3.6.1
      • Version 3.6
  • Getting Started
    • Introduction
      • What's the Torque3D Engine?
    • Getting Familiar
      • Getting a Copy
        • Torque Project Manager
        • Downloading it Yourself
      • Getting Ready for Launch
        • Running Pre-Built Binaries
        • Building the Engine Yourself
      • Launching the Game
        • Opening the Example Level
        • Launching the Editors
      • Your First Game
        • Introduction To The Engine
        • The Module System
        • Creating an empty gamemode
        • Adding a Player
        • Adding a Coin
        • Adding a win-condition
        • Custom coin asset
        • Counting coins
        • Adding some effects
        • Supporting multiplayer
        • Adding a Scoreboard GUI
        • Keeping the scoreboard up-to-date
      • Deep Dive: BaseGame Directory Structure
    • Best Practices
    • Porting a Legacy Project
  • For Artists
    • Assets
      • What are Assets?
      • How to Create a New Asset
      • Working With Assets
      • Deep Dive: Creating a New Asset Type
    • Art
      • File Formats
      • 3D Art
        • Shape Specifications
        • Coordinates System
        • Mounting Shapes
        • Animation
        • Player Setup
        • Blender -> Torque3D Pipeline
      • 2D Art
        • Working with Adobe Substance
    • Animation
    • GUI
      • Loading and Initializing a GUI
      • Expanding a GUI via Script
      • How to Network GUIs
    • Materials
      • Material Mapping
      • Material Animation
    • Terrain
    • Shaders
    • Lighting
    • Audio
  • For Designers
    • Base Classes
      • SimObject
      • SimGroup
      • SceneObject
      • Scene
      • Datablocks
    • Game Classes
      • Creating an Object
      • Destroying an Object
      • Gameplay Scripting
        • Spawning an Object from Gameplay Code
    • Modules
      • What are Modules?
      • How to Create a New Module?
      • Making a Module do Things
      • Installing Existing Modules
        • Where to Get More Modules
    • Scenes and Levels
      • How to Create a New Level
      • How to Load a Level
        • Deep Dive: Level Loading Scripts
      • How to Edit Levels
        • Opening a Level in the Editor
        • Spawning Objects from the Asset Browser
        • Working with Scenes
        • Using SimGroups
        • Changing a Level's PostEffects
        • Deep Dive: LevelAsset Companion Files
    • Game Modes
      • Creating a New GameMode
      • Making a Level Use Your GameMode
      • Adding Gameplay Code to Your GameMode
    • AI
      • Navmesh
      • Objects
      • Scripting
    • Inputs
      • Inputs and Keybinds
        • ActionMap
        • Bind Functions
        • ActionMap Stack
    • Localization
    • Editors
      • Changing Editor Settings
      • World Editor
        • Scene Editor
        • ConvexShape Editor
        • Terrain Editor
        • Terrain Painter
        • Material Editor
        • Spline-Based Tools
          • Mesh Road Editor
          • River Editor
          • Decal Road Editor
        • Datablock Editor
        • Particle Editor
        • Decal Editor
        • Forest Editor
        • Navmesh Editor
        • Deep Dive: Creating Your Own Editor
        • Shape Editor
      • GUI Editor
        • Interface Details
  • For Programmers
    • Compiling the Engine
      • Setup Development Environment
        • SDK and Library Installation
        • Git
        • Cmake
        • Creating a Fork on Github
      • Create a Project
        • Creating a Project With CMake
        • Creating a Project With the Project Manager
      • Compiling
        • Compiling in Windows
        • Compiling in Linux
        • Compiling in MacOS
      • Building the Project Manager
    • Introduction
    • Code Style Guidelines
    • Expanding the Engine
      • Creating a New Object Class
      • Exposing Object Classes to Script
        • addProtectedField
      • Adding a New Library to the Engine
    • Major Components of the Engine
      • Core
        • Console
        • Platform
      • Audio
        • SFX
      • Rendering
        • GFX
        • Render Bins
      • Physics
        • Stock T3D Physics
        • Physics Wrapper
          • PhysX
          • Bullet
        • Classes
    • Rendering
    • Math
    • Networking
      • Client and Server Commands
    • Physics
    • Collision
    • Scripting
      • TorqueScript
        • What is TorqueScript?
        • Basic Syntax
        • Variables
        • Types
        • Operators
        • Control Structures
        • Functions
        • Objects
        • Module Interop
          • QueueExec
          • RegisterDatablock
          • CallOnModules
          • ModuleExec
        • API Reference
      • Other Languages
        • C-Interface
    • File Inputs/Outputs(I/O)
    • API Reference
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On this page
  • What is the Torque Project Manager
  • Downloading the Project Manager
  • Setting up your Development Environment
  • Getting Started
  • Interface
  • Engine Builds
  • Modules
  • Projects
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  1. Getting Started
  2. Getting Familiar
  3. Getting a Copy

Torque Project Manager

PreviousGetting a CopyNextDownloading it Yourself

Last updated 2 years ago

What is the Torque Project Manager

The Torque Project Manager, or Project Manager, or PM, is a simple utility application built in Torque3D to help you manage your projects.

It does this by letting you manage builds of the engine, optional modules that can be installed in your projects, and the projects themselves. By default, you can point it at any engine builds, modules and projects you have on your computer's harddrive.

If you have git installed, it can download and update engine builds and modules from the internet from a curated list, and if you have cmake installed, you can utilize source code builds of the engine to generate new projects instead of needing to only utilize precompiled binaries.

Downloading the Project Manager

Naturally, the first step in working with Torque and the Project Manager is to download the PM. Fortunately it's easy to get. You can acquire a copy from the releases on the github repository for your respective platform here:

Once it's been downloaded, you can place it wherever you feel most comfortable on your machine. We would generally recommend having a sort of "gamedev" folder for organizing all your game development stuff, but ultimately what's most important is you putting it somewhere that works for you.

Once it's been installed, you can get cracking utilizing it immediately, but to maximize it's efficacy, we'll want to do some prepwork on your machine to make it a fully functional development environment

Setting up your Development Environment

While this sounds intense, really it's just installing a few common programs that help you get and use builds of the engine, namely, git and cmake.

The Project Manager utilizes git for cloning and pulling from online repositories to your local machine, and uses CMake for generating Source projects. While not strictly required, lacking either or both of these will drastically limit the functionality of the Project Manager.

You can learn more about installing each of these here:

Once you have these downloaded and installed, that's good enough for running the Project Manager, and you can continue below.

Getting Started

Interface

While generally simple to navigate, we can do a quick go-over of the layout.

On the left side, at the top, you'll find the navigation 'breadcrumbs'. It'll show you what page you're on and the navigation stack if you're in sub-pages.

Below that is the primary navigation panel. The buttons are largely self explanatory, allowing you to quickly move page-to-page to let you get your work done.

To the right is the main panel, which will show the primary content of whatever page you're on. In the above screenshot, we're on the Engine Builds page.

Above that are the Action Buttons, which are contextual to the page you're on, as well as a search bar for filtering contents of the main panel.

Engine Builds

Engine Builds are, as the name suggests for builds of the engine. To create projects, you must have a build of the engine to copy from. There are several builds listed by default which are pulled from the Torque3D website. You can also add new Engine Builds to the listing from git URLs or local directories on your computer.

There are two 'types' of Engine Builds:

Source

Denoted by the Source tag, these are Engine Builds that have the full source code with them. To utilize these you'll need Cmake and do the full generation and compile process.

Binary

Denoted by the Binary tag, these utilize precompiled binary files, and do not provide the source code. While these are less flexible, there are no additional setup steps needed. You can just create a project with them and immediately launch into the application and begin working.

By default, Engine Builds download to the /EngineBuilds/ directory in the Project Manager's folder. You can change the default download target in the Settings page.

Once you have a Engine Build downloaded, you can create a Project, but first we'll stop over in the Modules page.

Modules

For a full explination of what Modules(and the Assets they contain) are, you can check the Modules section of the documentation. But for the purposes of the Project Manager, Modules are self-contained chunks of content and code that are easily installed and managed for your projects.

Like Engine Builds, there are a number of default modules that are provided from the Torque3D website the Manager fetches info for. You can download any or all of them, as well as add new ones from local directories or git repositories.

Also like Engine Builds, they are by default downloaded to /Modules/ but this can be changed in the Settings.

Once you have downloaded modules, they are "Available", which will be important for when we go to make a project.

Projects

A project is, ultimately, your game. When creating a new one, you'll not only define the name and destination, but the Engine Build as well. If the build is a Source build, then you'll have additional prompts for for the Generator(what IDE/code platform Cmake uses to generate) as well as various Cmake flags.

Normally you can leave the flags as-is, but they do provide additional features and functions.

Likewise, if you've installed any Modules, you'll see a list of Available ones as well. While you can, at any time, install new Modules to an existing Project, you can quickly get a Project up to speed during creation by selecting some modules here. They will be installed as part of the setup process, making getting your game rolling even faster.

Once you launch the Torque Project Manager, you'll find a view like this:

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Cmake
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