Status and Directions
by Kyle Carter · in Torque Game Engine · 06/11/2003 (2:43 pm) · 4 replies
Right now, Pat and I are hard at work documenting most of the root classes in Torque. ConsoleObject, SimObject, ShapeBase, GuiControl, the Vehicle classes, and the math libraries are all in the process of being documented, as well as a lot of related classes (like DataChunker, SimObjectPtr, many datablocks, etc).
Pat is working more in the C++ side of things, while I'm working on getting the scripting engine to self-document.
We're planning on integrating community-written resources like tutorials and forum posts in with the docs to help explain how things work.
What areas of Torque should we focus on? Are we missing anything important? We have our own ideas as to what needs docs, but we're also pretty familiar with the engine, so we might be overlooking something obvious.
Pat is working more in the C++ side of things, while I'm working on getting the scripting engine to self-document.
We're planning on integrating community-written resources like tutorials and forum posts in with the docs to help explain how things work.
What areas of Torque should we focus on? Are we missing anything important? We have our own ideas as to what needs docs, but we're also pretty familiar with the engine, so we might be overlooking something obvious.
#2
In addition, I'm going to sit down and write some format mungers to get TorqueScript understood by Doxygen, like you said, so that it can parse it. There are some problems there, but nothing too hard to overcome.
06/11/2003 (3:26 pm)
I'm doing three things with the scripting engine. First, I'm extending the usage strings to apply to everything in the scripting engine (not just methods, but also groups and variables). I'm also extending grouping to apply to methods and functions that are exposed by the C++ code. Finally, I'm upgrading the dumpConsoleClasses() function to print as much information as possible in a Doxygen-compatible format, so that you can get a very thorough, automatically updated view of that is exposed to the scripts.In addition, I'm going to sit down and write some format mungers to get TorqueScript understood by Doxygen, like you said, so that it can parse it. There are some problems there, but nothing too hard to overcome.
#3
06/14/2003 (6:58 am)
Well with the engine a general overview of how the engine works would be a bonus. Which part does what, which modules are coupled to what, what modules are relants on what. Some diagrams such as architectural break down of the components. Looking over a diagram along with a description may be more useful than just having a description by itself.
#4
06/14/2003 (1:37 pm)
I agree. We're planning on giving plenty of overview material, and we'll definitely provide information not only on each subsystem, but on how they fit together.
Associate Paul Dana
What I would truely like to see is if someone could integrate this with the Visual C++ help system (or Project Builder on the Mac, etc) to get context sensitive help. The idea is you highlight a symbol and hit F1 and it calls up help on that symbol.
What would *really* rock is if some Delphi coder could take he sources to Tribal IDE and add F1 context sensitive help to that. The old links to that source are broken but I have a .zip on my hard drive with the latest source David Dunscombe posted to anyone with the Delphi skills and the will to update it.