Game Development Community

A few questions about the game engine

by Nick Powers · in iTorque 2D · 08/27/2009 (5:42 pm) · 5 replies

Hello,

I am considering purchasing the Torque 2d for the iPhone product. I just have a few questions.

In a previous thread I read the following: "I'd then start to move pieces into C++ code". The topic was how to improve performance of games by moving portions of the scripting language(s) into C++ to improve performance.

Since I am not fluent in the any of the scripting languages, but feel I have mastered C++, is it possible to not write any of the code in the scripting languages and write all the routines in C++? I think doing so would reduce my learning curve drastically and from what I have been reading it would also be the most efficient way to program a game using this game engine. Also, out of curiosity if the scripting is parsed into C++ then why would you not base the scripting language on C++?

I am still downloading the demo, so I have not had a chance to test your product yet. Although, since the demo is the basic version, rather than the pro, I don't know if the demo will give me enough information to determine if this is going to be the product for me or not. Is it possible to get an evaluation of the pro version? Networked multi-player capabilities is at the heart of the programs I wish to produce.

Thanks,

Nick Powers

About the author

Recent Threads


#1
08/27/2009 (5:55 pm)
TGB basic is the same as pro, just no sources :)



As for networking: You have RPC commands and can naturally workt with TCP / UDP directly if you want to. There is no other network multiplayer functionality in TGB / iTGB
#2
08/27/2009 (6:01 pm)
You can technically write your entire game in c++. The only issue is that TGB/iTGB is very script centric and some simple things you just can't do without either script or writing a console functions to catch "script callbacks" in c++. I am writing my game in 99% c++ and am loving it. I still do script for a few things just because it saves me a lot of time. Most of the scripting stuff I do is input oriented for activating stairs etc.

Pretty much if your an expert in C++ I wouldn't mess with script at all, and not just because of performance but because debugging script compared to C++ is a complete nightmare. It's next to impossible to debug complex script code interactions because you only have "printf" at your disposal.

If your fluent in C++ then in my opinion iTGB is a no brainer and I highly recommend it. Without C/C++ skill set then the waters get pretty muddy in terms of recommending it.
#3
08/27/2009 (7:59 pm)
Just a quick note: If you're fluent in C++, you're already fluent in torque script. Torque script is more like subset of C++ than something completely different and aside from a few minor things like how it handles scope, it follows the same philosophy. I'm a neophyte C++ programmer and I had no issues working directly with torquescript.
#4
08/27/2009 (8:12 pm)

Well,

It looks likes all my questions have been answered. Thanks for your replies!

Nick
#5
08/28/2009 (8:45 pm)
@Bret and Nick: Torsion is awesome. Debugging with it is a great, especially since you can set it up to debug over a network/the Internet(!).
I actually prefer it the XCode debugger in some cases. Since you're not using so much script it may not be nescessary, but it if you do it's indispensable. I've heard of other environments (though not used any) like Eclipse + TIDE plugin that you might try too.
Debugging with echos() is terrible, but using Torque's remote debugging with a good TourqueScript IDE you can do some things even a normal debugger can't (i.e. executing script functions from a PC/MAC connect to a device over WiFi).

So yeah, if you're already set using C++ only more power to you, but there's still options for script debugging.