Game Development Community

A few questions and question about Magnitude Editor

by Brian Irvin · in Torque 3D Professional · 02/15/2011 (5:29 pm) · 1 replies

Ok few general questions about the engine and whether certain features will require programming or scripting. First off I noticed when browsing the source code there were header and C++ files dealing with saving and loading data to a file i guess, so does that mean saving and loading game data can be done via scripting or does it still need programming? Second is where is the players position stored such as what variable and what file is it located in? Third I was looking at the network code and didn't really see where the server code starts and the client code starts? And finally what is the Magnitude Editor used for I know it does Data blocks or what not but it also states its a mmo database editor or something like that, and from experience with Torgue engines I know that even now it requires Modding the network source code.

#1
02/15/2011 (10:56 pm)
Quote:And finally what is the Magnitude Editor used for I know it does Data blocks or what not but it also states its a mmo database editor or something like that, and from experience with Torgue engines I know that even now it requires Modding the network source code.

The Magnitude Editor doesn't work with datablocks. It works as an editor that can export CSV, TXT, or directly to ODBC (if you have the ODBC resource listed in the manual installed). It is geared towards database data, and specifically towards the generation of permutations of data for large datasets (which lends itself to MMOs, naturally). If you want to use that ODBC resource, then yes, you need to mod the source code.

As to your other questions:

1) Saving and loading data to and from a file can be done via scripting.
2) Everything player is located in the Player class (it has its own .cpp file). It's a fairly complex class, so you'll want to study it before you start tearing into it.
3) Netcode is pretty complicated, so you want to look all of it over. There's some good comments in the code, though in other places it's still a bit sparse.