Benifits of having the source code
by David Deschenes · in Torque Game Builder · 04/16/2010 (3:13 pm) · 3 replies
Being a C++ programmer, ive been thinking about investing in the engines source code. I was wondering if anyone out there who had it could tell me if it is worth it or not. I guess im just not exactly sure what it allows you to do. With the source code, can you make your own object classes and then use them in the builder? If anyone has any input i would be happy to hear it :)
Thanks a bunch
Dave
Thanks a bunch
Dave
About the author
#2
04/17/2010 (3:35 am)
All of the above, plus integrating any cool libraries or other code which works well with the engine. For example Sparkle on Mac (program updates made easy), or integrating different sound libraries (FMOD, as sold cheaply on the store here). Plugging holes in the code via stuff posted here is also a great benefit. You won't have to wait for 1.7.5 then :)
#3
I appreciate all of the info,
Dave
04/17/2010 (7:15 am)
Thanks guys :). Speed was one of the big things i was worried about. I know that when using flash, if you try to do anything remotely complicated in actionscript, it slows down tremendusly and figured that would be the case with any scripting language. Looks like the source code would be better to have than not.I appreciate all of the info,
Dave
Associate William Lee Sims
Machine Code Games
1) Documentation will never be as thorough as what the source is actually doing.
2) Building my own custom scene objects.
3) Building new scriptable objects (usually game logic).
4) Modifying the behavior of existing objects. For example, adding functionality to all scene objects, extending utilities, etc.
I'll readily admit that #3 and #4 can usually be done in scripts. But if you ever create complicated logic (searches, A.I.), you'll often find it easier/faster to implement in C++ and it'll run quite a bit faster.