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Source control and changing engine source questions

by kcpdad · in Torque 3D Professional · 04/29/2011 (7:29 am) · 2 replies

What parts of the SDK do people check into source control? I used to check in the whole SDK after installing it with TGE but now that seems excessive especially with all the html doc files.


If I'm changing the engine source do I just change it directly under the engine directory or is there some way to add changed source files to the generated project and have them override what is under the engine directory? I'm using VS 2008.
thanks!

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Hobbyist working on a tank game when time allows. Play the prototype at => http://www.sytrept.com/60tons/


#1
04/29/2011 (10:06 am)
If you're changing the engine source itself (fixes, tweaks etc), change it in the engine directory.
If you're trying to add new functionality/classes then I add them to the src folder in the game and then add them to the Bundle/DLL project from there.
#2
04/29/2011 (1:16 pm)
@kcpdad

When we work with 3rd-party SDKs we always commit it completely to Subversion using the vendor branch pattern.

Because of that we have the change history of every version of Torque from TGE to T3D in one vendor branch giving us the history of changes between each release.