Torque Build Environment (TBE) Changes Course
by Chris Calef · 12/06/2005 (4:46 pm) · 26 comments
Well, hello everyone! Sorry for my recent lack of .planning: don't think I'm not working on anything cool -- I'm just not at a stage where I'm ready to talk!
However, on the subject of TBE (the free Torque Build Environment, for those who don't know), there has been a major shift in direction and Jeff asked me to inform the community about it.
To cut directly to the chase: coinciding with the release of TGE 1.4, Garage Games is now officially recommending new users (and anyone else looking for a free compiler) to download Microsoft's Visual Studio 2005 Express, rather than using the GCC/Eclipse package we released last year.
If you've heard enough and you want to get started immediately,
Go Here For Instructions. (If it asks you to login and it doesn't work, keep trying, using your regular GG login information.)
If you want to know why we've made this decision, read on:
The reasons for this change are numerous. First and foremost, last year Visual Studio wasn't free, this year it is. (Unfortunately it is only free for a year, but it is most likely going to be quite cheap after that, and there will still be free options available; if there are problems next year we'll deal with them then. )
Given that the price to the end user is the same (free), it must be said that the price to Garage Games of maintaining support for an alternate compiler and IDE is significant.
To put it bluntly, for coding in C++, relative to Visual Studio... Eclipse bites. GCC is a pretty good compiler, but it doesn't have a very reliable debugger, and performance varies. A few times I have found dramatic differences in performance, and sometimes hard-to-track bugs, where the difference turned out to be simply that I had compiled my engine with GCC rather than VC++. Yes, these problems can be dealt with, one by one, but they all take extra time, and nobody in the office has a lot of extra time to keep throwing at this issue when there is another free solution sitting right there that works fine.
I hope I'm not breaking the hearts of too many fervent anti-Microsoft freedom fighters out there, (if this is you, what are you doing using Windows anyway??) :-) -- but the fact is, Visual Studio is a really professional product, and it does its job quite well. The debugger works exactly as you would want it to, the intellisense functions do their job, and most importantly, Visual Studio is, with a couple of exceptions, what everybody in the office is using. We can't slow down our own coding by using a second-rate tool, but at the same time we can't adequately support the MinGW/GCC/Eclipse development chain if we're not using it every day.
The release of TGE 1.4 brought this issue directly to the front, as it took several people (in and out of the office) several days of off-and-on work to get through the compiler and linker errors that came up when compiling the new engine under GCC. While this is great fun and all, we would much rather have our work go toward improving Torque.
So, there you have it. If you already have TBE and can't or won't use a Microsoft product no matter what, the issues with compiling TGE 1.4 did get resolved (thanks, everybody who helped!), and you can find instructions here
However, for everyone who wants to go ahead with Visual Studio Express, once again, you can find instructions on TDN here. (Again, if it gives you trouble logging in, try, try again! Ben is working on that. Use your regular GG site username/password.)
Thanks for listening, hope this helps everybody get on the same page! Good luck with it!
Chris
However, on the subject of TBE (the free Torque Build Environment, for those who don't know), there has been a major shift in direction and Jeff asked me to inform the community about it.
To cut directly to the chase: coinciding with the release of TGE 1.4, Garage Games is now officially recommending new users (and anyone else looking for a free compiler) to download Microsoft's Visual Studio 2005 Express, rather than using the GCC/Eclipse package we released last year.
If you've heard enough and you want to get started immediately,
Go Here For Instructions. (If it asks you to login and it doesn't work, keep trying, using your regular GG login information.)
If you want to know why we've made this decision, read on:
The reasons for this change are numerous. First and foremost, last year Visual Studio wasn't free, this year it is. (Unfortunately it is only free for a year, but it is most likely going to be quite cheap after that, and there will still be free options available; if there are problems next year we'll deal with them then. )
Given that the price to the end user is the same (free), it must be said that the price to Garage Games of maintaining support for an alternate compiler and IDE is significant.
To put it bluntly, for coding in C++, relative to Visual Studio... Eclipse bites. GCC is a pretty good compiler, but it doesn't have a very reliable debugger, and performance varies. A few times I have found dramatic differences in performance, and sometimes hard-to-track bugs, where the difference turned out to be simply that I had compiled my engine with GCC rather than VC++. Yes, these problems can be dealt with, one by one, but they all take extra time, and nobody in the office has a lot of extra time to keep throwing at this issue when there is another free solution sitting right there that works fine.
I hope I'm not breaking the hearts of too many fervent anti-Microsoft freedom fighters out there, (if this is you, what are you doing using Windows anyway??) :-) -- but the fact is, Visual Studio is a really professional product, and it does its job quite well. The debugger works exactly as you would want it to, the intellisense functions do their job, and most importantly, Visual Studio is, with a couple of exceptions, what everybody in the office is using. We can't slow down our own coding by using a second-rate tool, but at the same time we can't adequately support the MinGW/GCC/Eclipse development chain if we're not using it every day.
The release of TGE 1.4 brought this issue directly to the front, as it took several people (in and out of the office) several days of off-and-on work to get through the compiler and linker errors that came up when compiling the new engine under GCC. While this is great fun and all, we would much rather have our work go toward improving Torque.
So, there you have it. If you already have TBE and can't or won't use a Microsoft product no matter what, the issues with compiling TGE 1.4 did get resolved (thanks, everybody who helped!), and you can find instructions here
However, for everyone who wants to go ahead with Visual Studio Express, once again, you can find instructions on TDN here. (Again, if it gives you trouble logging in, try, try again! Ben is working on that. Use your regular GG site username/password.)
Thanks for listening, hope this helps everybody get on the same page! Good luck with it!
Chris
About the author
#22
12/06/2006 (7:10 pm)
...
#23
7>c:\torque\sdk\engine\platformwin32\winstrings.cc(197) : error C2065: 'str1' : undeclared identifier
7>c:\torque\sdk\engine\platformwin32\winstrings.cc(197) : error C2065: 'str2' : undeclared identifier
7>BSCMAKE: error BK1506 : cannot open file '..\engine\out.VC8.DEBUG\volLight.sbr': No such file or directory
Compiling using VS2005 express edition
12/09/2006 (7:06 pm)
got a couple of seemingly simple errors that are driving me nuts anyone, have some ideas?7>c:\torque\sdk\engine\platformwin32\winstrings.cc(197) : error C2065: 'str1' : undeclared identifier
7>c:\torque\sdk\engine\platformwin32\winstrings.cc(197) : error C2065: 'str2' : undeclared identifier
7>BSCMAKE: error BK1506 : cannot open file '..\engine\out.VC8.DEBUG\volLight.sbr': No such file or directory
Compiling using VS2005 express edition
#24
I think the patch for VS C 2005 is corrupt.
I've been studying the game engine for a few months trying to prepare to actually write some code/script.
I've followed the tutorials to configure VS C Express 2005 to use it as the compiler of choice. I ran into a problem where when I attempt to apply the patch, http://tdn.garagegames.com/wiki/images/e/e8/TGE_VS2005.zip, it says the file is corrupted.
I downloaded the file to a few different places on my desktop and attempted to extract it to the c:\torque directory. However after three different downloads to various spots on my computer, when I extract I get the same error, http://tdn.garagegames.com/wiki/images/e/e8/TGE_VS2005.zip. The archive is either in an unknown format or damaged. I use both RAR and ZIP.
I'm willing to believe I've done something wrong, but just in case the file is actually corrupt, I'd like to have access to a file that is not.
Thank you very much for all the work you put into getting this together and working with another "free" compiler.
Christine
03/24/2007 (9:05 am)
Hi,I think the patch for VS C 2005 is corrupt.
I've been studying the game engine for a few months trying to prepare to actually write some code/script.
I've followed the tutorials to configure VS C Express 2005 to use it as the compiler of choice. I ran into a problem where when I attempt to apply the patch, http://tdn.garagegames.com/wiki/images/e/e8/TGE_VS2005.zip, it says the file is corrupted.
I downloaded the file to a few different places on my desktop and attempted to extract it to the c:\torque directory. However after three different downloads to various spots on my computer, when I extract I get the same error, http://tdn.garagegames.com/wiki/images/e/e8/TGE_VS2005.zip. The archive is either in an unknown format or damaged. I use both RAR and ZIP.
I'm willing to believe I've done something wrong, but just in case the file is actually corrupt, I'd like to have access to a file that is not.
Thank you very much for all the work you put into getting this together and working with another "free" compiler.
Christine
#25
I'm using TGE 1.4.2 and i'm trying to compile de Troke Demo project in Visual C++ 2005 Express and i get the 15 errors in the linking phase, like these:
Linking...
guiDirectoryFileListCtrl.obj : error LNK2019: unresolved external symbol "public: static class AbstractClassRep * __cdecl GuiListBoxCtrl::getStaticClassRep(void)" (?getStaticClassRep@GuiListBoxCtrl@@SAPAVAbstractClassRep@@XZ) referenced in function "public: static class AbstractClassRep * __cdecl GuiDirectoryFileListCtrl::getParentStaticClassRep(void)" (?getParentStaticClassRep@GuiDirectoryFileListCtrl@@SAPAVAbstractClassRep@@XZ)
guiDirectoryFileListCtrl.obj : error LNK2019: unresolved external symbol "public: __thiscall GuiListBoxCtrl::GuiListBoxCtrl(void)" (??0GuiListBoxCtrl@@QAE@XZ) referenced in function "public: __thiscall GuiDirectoryFileListCtrl::GuiDirectoryFileListCtrl(void)" (??0GuiDirectoryFileListCtrl@@QAE@XZ)
...
../example/torqueDemo_DEBUG.exe : fatal error LNK1120: 14 unresolved externals
Build log was saved at "file://c:\mygame\engine\out.VC8.DEBUG\BuildLog.htm"
Torque Demo - 15 error(s), 0 warning(s)
I used the patch like it is explained in http://tdn.garagegames.com/wiki/Torque/vs2k5 (like Chris Calef said)
Can anyone tell me what is the best IDE to work with TGE (Eclipse or Visual Studio) in 2007/2008?
Any help would be appreciated
05/04/2007 (1:21 am)
Hi ,I'm using TGE 1.4.2 and i'm trying to compile de Troke Demo project in Visual C++ 2005 Express and i get the 15 errors in the linking phase, like these:
Linking...
guiDirectoryFileListCtrl.obj : error LNK2019: unresolved external symbol "public: static class AbstractClassRep * __cdecl GuiListBoxCtrl::getStaticClassRep(void)" (?getStaticClassRep@GuiListBoxCtrl@@SAPAVAbstractClassRep@@XZ) referenced in function "public: static class AbstractClassRep * __cdecl GuiDirectoryFileListCtrl::getParentStaticClassRep(void)" (?getParentStaticClassRep@GuiDirectoryFileListCtrl@@SAPAVAbstractClassRep@@XZ)
guiDirectoryFileListCtrl.obj : error LNK2019: unresolved external symbol "public: __thiscall GuiListBoxCtrl::GuiListBoxCtrl(void)" (??0GuiListBoxCtrl@@QAE@XZ) referenced in function "public: __thiscall GuiDirectoryFileListCtrl::GuiDirectoryFileListCtrl(void)" (??0GuiDirectoryFileListCtrl@@QAE@XZ)
...
../example/torqueDemo_DEBUG.exe : fatal error LNK1120: 14 unresolved externals
Build log was saved at "file://c:\mygame\engine\out.VC8.DEBUG\BuildLog.htm"
Torque Demo - 15 error(s), 0 warning(s)
I used the patch like it is explained in http://tdn.garagegames.com/wiki/Torque/vs2k5 (like Chris Calef said)
Can anyone tell me what is the best IDE to work with TGE (Eclipse or Visual Studio) in 2007/2008?
Any help would be appreciated
#26
The problem is solved ! I think the error i made was when i used the patch i overwrite all the files in extraction to my Torke directory. I tryed to overwrite only that mencioned in http://tdn.garagegames.com/wiki/Torque/vs2k5 and it works!
Best regards,
Tiago
05/04/2007 (8:09 am)
Hi again,The problem is solved ! I think the error i made was when i used the patch i overwrite all the files in extraction to my Torke directory. I tryed to overwrite only that mencioned in http://tdn.garagegames.com/wiki/Torque/vs2k5 and it works!
Best regards,
Tiago

Associate Chris Calef
BrokeAss Games