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Torque Build Environment

by Chris Calef · 03/15/2005 (1:49 pm) · 99 comments

Help GarageGames make Torque easier!

The Torque Build Environment is a set of free tools and editors assembled by Garage Games to make the process of compiling Torque easier for new users. If you are just getting started and have never used C++ before, TBE is a free and easy way to get started compiling Torque on Windows.

TBE installs a customized distribution of MinGW and Msys, which contain the gcc compiler, gdb debugger, "make" utility, and other useful free unix-based utilities. It then installs Eclipse, which is a free Java-based code editing environment. Thanks to all these fantastic free tools, new users will be able to compile Torque without having to invest additional money in proprietary development tools.

Your feedback on TBE will be of great help to us as we continue to develop and expand its capabilites, making Torque a friendlier place for those just beginning to wet their appetite for game development. Eventually we hope to evolve TBE into such a simple and comprehensive solution, that even seasoned pros will be tempted to switch over from their old environments.

Before you install TBE, you MUST do the following:

1) purchase Torque and run the Torque SDK installer,
installing it to the DEFAULT DIRECTORY. The TBE
installer has to make a couple of changes to some
Torque makefiles, and it assumes that Torque has been
installed to C:\Torque\SDK. If you must place Torque
somewhere else, you can still compile it, but the
"no-brainer" one-step process included here will not
work for you.

Once you have done this, Download Torque Build Environment Alpha and view the full setup instructions.

If you are completely new to programming, and you would like to start with a very basic explanation of what you are getting into and how it all works, check out the TBE Manual here.
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#1
03/15/2005 (4:12 pm)
Interesting.. ever take a gander at my eclipse resource?

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4948
#2
03/16/2005 (4:44 am)
Excelent... we are already using MinGW Eclipse Msys GCC and it works like a charm!...
#3
03/16/2005 (8:25 am)
I just tried to follow the steps for using the TBE. I 'thought' I followed the instructions, and when I rightclick on the Torque project in the Left pane and Rebuild Project, the process window immediately gives me:
Error launching builder (make -k clean all )
(Exec error:CreatePipe)
. My only steps were to first install the Java Runtime[did that yesterday], I downloaded the TBE.exe, downloaded and installed the TGE1.3 SDK, and then ran the TBE installer. I opened Eclipse and indeed, there was the project, ready to go.

Any idea where I've gone wrong? Thanks.
#4
03/17/2005 (5:48 pm)
Ron - post a link to your eclipse resource please.

I use Eclipse for my "day job" doing java work. It utterly rocks for that. I have never used it for C++ but I intend to check it out. I have Visual c++ 6.0 and that works fine, but it only works on the PC. I use Xcode on the mac, but on Linux I don't have any IDE at all. It would be nice to use the SAME IDE on all platforms and for that IDE to be Eclipse...since I already like it so much.

I have already made the switch from MS office to Open Office and from Photoshop to the GIMP...it's all a matter of time...

Anyway...TBE sounds awesesome. Any timeline on when TBE will be available on Linux and Mac?
#5
03/18/2005 (10:40 am)
Just a small note, Recently got the SDK and was looking for a free compiler, when i spotted this TBE build post i instantly was attracted to it.

Installed>Compiled working fine on loading game, a few errors but i think youve mentioned a few of them above.

Only 1 question, in VS which im used to i would generally "untick" the files/within the project on the Debug/Release mode, so that i would only have to compile the "essential" engine code only or the very least "time" for compile. I notice several things are compiled for me everytime which i dont really need when im doing quick testing.

Is there a way to select only the "Least" amount and needed files from within my project for TGE. Apart from that excellent indeed and thank you all for this TBE.
#6
03/18/2005 (8:55 pm)
So,

Are there any differences between my resource (http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4948) and TBE other than an installer and being support by GG??????

I approached GG about supporting eclipse as a build env shortly after IGC 2003 and was shot down with "we do not want to support another build env" ... "VS is the supported env for windows" .... and now this.... what a sweet turn of events


Paul -

getting eclipse to run on linux would be trivial at best.. especialy for TBE, they would just need to create a new installer..

-Ron
#7
03/20/2005 (12:39 pm)
Is the MingW toolchain suitable for *production* releases?

I thought GCC didn't have very much win32 optimizations or x86 optimizations - compared with ms and intel compilers.

Also does Torque Build Environment setup Eclipse as the editor for Torque Script files (.cs) ? I have JEdit setup for working with my Torque Script and it seems like it would be silly to learn YANIDE (yet another IDE)

thanks in advance
#8
03/29/2005 (7:48 am)
I read the TBE Manual and follow the steps of readme file, but nothing works for me.

Here is the first lines of errors:

==================================================================================================
make[2]: *** [out.GCC3.RELEASE/game/gameConnection.obj] Error 2
"--> Compiling game/gameConnection.cc"
"--> Compiling game/gameConnectionEvents.cc"
process_begin: CreateProcess((null), g++ -mwin32 -Wno-conversion -MD -march=i586 -fno-exceptions -fpermissive -O2 -finline-functions -fomit-frame-pointer -DTORQUE_MAX_LIB -I../lib/zlib -I../lib/lungif -I../lib/lpng -I../lib/ljpeg -I../lib/directx8 -I../lib/vorbis/include -I../lib/openal/win32 -I. -c -o out.GCC3.RELEASE/game/gameConnectionEvents.obj game/gameConnectionEvents.cc, ...) failed.
make (e=2): The system cannot find the specified file.
==================================================================================================

After all, the Torque icon becomes this sylker.250free.com/downloads/tbe_error.jpg
I don't know what is happening. I did exactly as it is written in the readme file.

Any help?
#9
03/29/2005 (8:08 am)
sounds like the targets.torque.mk is missing a few entries.. is this TGE 1.4 or 1.3?

-Ron
#10
03/29/2005 (9:44 am)
I'm using Torque SDK 1.3 (I didn't know that the version 1.4 had been released)
#11
03/29/2005 (5:55 pm)
Hey Ron,

Thanks for pioneering this whole thing with your mingw/msys resources! Those went into TBE, I actually didn't even know about your Eclipse resource until just now, all though apparently Tim and Ben did. Anyway, no, I don't think there's much difference, only that the installer bends over backwards to make sure every single little bit of everything is done automatically for the new user. (Apparently there are still some problems, but most people seem to have been able to use it straight "out of the box"). Certainly there was no intent to dis your contribution, though, your work was pivotal in getting this thing off the ground!

@Alex: TBE does not do anything with .cs files as of this time. Certainly you could continue to use JEdit no matter what we did, but there have been a number of people asking us to include script support in Eclipse as well. One guy reported being able to use the TIDE plugin with eclipse, under linux, although I am not an eclipse plugin expert and have not had the time to work this in yet, if anyone else has any information regarding this please let us know.

Someone else will have to answer regarding the issue of GCC and optimizations, sorry, I couldn't tell you.

The goal of TBE is first and foremost to provide some form of build environment that is free and works straight out of the box, so no one should find the basic engine compile process to be an obstacle. Mac and Linux support has been a lower priority for GG, because Mac comes with XCode and Linux has much more variability between the distros, making it harder to write a general purpose installer that just "does everything". That and the fact that linux users generally seem to have a better handle on how to compile and run programs. As Ron pointed out, however, it shouldn't be much of a stretch to get this working under either platform.

If Jeff gets enough complaints he may change his priorities, but that's the way it stands at the moment.
#12
03/30/2005 (3:46 am)
I followed the instructions but i still can make it work...
its beeing really hard to me.
the icon is just like dreamstorm
http://sylker.250free.com/downloads/tbe_error.jpg

and the console shows this
http://cosmos.oninetspeed.pt/ricardomestre/console.log

plz help, txs
#13
03/30/2005 (4:51 am)
Ricardo:
First time I have seen those errors, are you sure you have a clean TGE 1.3?

-Ron

Chris:

I have no ill feelings towards you or TBE.....
#14
03/30/2005 (5:46 am)
I found the problem :/ its in the lib folder... some of the files have problems

for instance jconfig.h had:
#error No jconfig.h file was included!

which were causing errors in the other files...

i checked the code and there are two functions that eclipse recognizes as errors, they are in jpeglib.h

struct jpeg_destination_mgr {
JOCTET * next_output_byte; /* => next byte to write in buffer */
error-> jpeg_size_t free_in_buffer; /* # of byte spaces remaining in buffer */

JMETHOD(void, init_destination, (j_compress_ptr cinfo));
JMETHOD(boolean, empty_output_buffer, (j_compress_ptr cinfo));
JMETHOD(void, term_destination, (j_compress_ptr cinfo));
error-> };



struct jpeg_source_mgr {
const JOCTET * next_input_byte; /* => next byte to read from buffer */
error-> jpeg_size_t bytes_in_buffer; /* # of bytes remaining in buffer */

JMETHOD(void, init_source, (j_decompress_ptr cinfo));
JMETHOD(boolean, fill_input_buffer, (j_decompress_ptr cinfo));
JMETHOD(void, skip_input_data, (j_decompress_ptr cinfo, long num_bytes));
JMETHOD(boolean, resync_to_restart, (j_decompress_ptr cinfo, int desired));
JMETHOD(void, term_source, (j_decompress_ptr cinfo));
error-> };


I guess the other problems are related to this two functions.

txs
#15
03/30/2005 (6:08 am)
i found that the code is missing the 'const' declaration before JOCTET * next_output_byte;
but it still doenst like the next line :/
txs for the help
#16
03/30/2005 (6:13 am)
(delete)
#17
03/30/2005 (3:34 pm)
>Chris:

>I have no ill feelings towards you or TBE.....

Ron:
Aw, thanks! That's nice of you to say.

For anyone who doesn't know Ron, you don't want to piss him off, he likes to shoot things with large caliber weapons. As far as I know he restricts this habit to four-leggeds, but I still wouldn't want to get on the wrong side of him! 8-)
#18
04/05/2005 (12:38 pm)
MISSING CYGINTL-2.DLL

I now have the TBE, with a separate project in Eclipse called TorqueRTS, which contains a compilable Torque RTS Toolkit.

All last week I was getting an error:
A popup window that says something about missing
cygintl-2.dll
I believe this error was caused by a conflict between openSSH and the MinGW
Uninstalling OpenSSH fixed the problem. Strangely enough, re-installing OpenSSH did not recreate the problem. Maybe OpenSSH will not work now. Something to do with the order of things in the environment vars I guess.

Also, my CYGWIN environment variable now is "tty", which doesn't sound right. I don't know what it used to be, but I saw hints above that people have had an environment variable get "munched". Maybe I got munched too.
#19
04/05/2005 (12:42 pm)
HOW TO SETUP THE TORQUE TBE to compile the RTS Toolkit
---------------------------------------------------------------------------
Assuming you have a directory
C:\Torque\RTSStarterKit and C:\Torque\SDK

copy C:\Torque\SDK\.project to C:\Torque\RTSStarterKit\.project
copy C:\Torque\SDK\mk\conf.mk to C:\Torque\RTSStarterKit\mk\conf.mk

open "C:\Torque\RTSStarterKit\.project"
and change the line which says:
Torque
to
TorqueRTS

In Eclipse, from the pulldown menus select
File --> Import...
Then choose:
"Existing Project Into Workspace"
For the box "Project contents"
Browse or Fill in:
C:\Torque\RTSStarterKit
The project name should change to "TorqueRTS"
Select "Finish"

A new project has appeared in the workspace "TorqueRTS"
Under the C/C++ Projects tab on the left side,
Find "TorqueRTS", the name of that project, and right click on it.

(You will see "indexing" in progress in the bottom right corner of the screen.
Later if you want to stop the "Indexing", you would right click the project name, go to properties, and change the indexing settings)

Choose "Build Project" to build the project.
if successful, "C:\Torque\RTSStarterKit\example\torqueDemo.exe" will appear
#20
04/20/2005 (2:15 pm)
The TBE download link doesn't appear to be working - is anyone else having the same problems?
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