Source Code Map
by Alpha-Kand · in Torque Game Builder · 11/08/2012 (5:19 pm) · 3 replies
I know that the source code itself isn't documented by GarageGames but I was wondering if anybody had some sort of map of T2D's file system/a list of source code points-of-interest/or the like? It would definitely speed up source code editing if you knew exactly where to look if you don't know what to even search for.
I doubt anybody has one but I would feel PRETTY frustrated going through all this work of documenting only to find out somebody else made one already.
I doubt anybody has one but I would feel PRETTY frustrated going through all this work of documenting only to find out somebody else made one already.
About the author
I have always loved video games and computer games so decided to try making my own. Spent a little more than a year on a program simply named Game Maker which really got me interested. Finally decided to get "professional" by getting Torque 2D.
#2
I'll be able to work on that pretty soon, but some other projects were demanding attention the last few weeks.
But honestly, working on it in C++, it seemed to be a better solution for a script, though the engine mod has a pretty high cool factor. By now, I've written a bunch of code and just have to figure out why MS Visual Studio hates me, so I've invested a fair amount of time into making it an engine mod even though a script would be 100x easier and probably more effective.
11/14/2012 (7:33 am)
You thinking about the key combo mod, Alpha Kand?I'll be able to work on that pretty soon, but some other projects were demanding attention the last few weeks.
But honestly, working on it in C++, it seemed to be a better solution for a script, though the engine mod has a pretty high cool factor. By now, I've written a bunch of code and just have to figure out why MS Visual Studio hates me, so I've invested a fair amount of time into making it an engine mod even though a script would be 100x easier and probably more effective.
#3
Did you know that T2D has:
Threading capabilities built in? (thread.h)
Lens flare built in? (lensFlare.h)
Registry manipulation functions? (winRegistryManager.h)
And plenty of other hidden goodies. I've only discovered these this last week.
I have managed to get VS to compile without problems if I do manage to write legitimate code for it but I can't get it to work with breakpoints. I'm afraid to try to fix it though because 1. I have no idea what to do. 2. I might anger VS somehow and it will punish me by refusing to compile or something.
11/14/2012 (9:56 am)
I admit it wasn't in the forefront of my mind but making a 'key combo mod' would be so much easier if you knew exactly where everything was. I'm trying to fix a couple things with the theora controls but I've been pretty busy too so I haven't had much time to touch my projects but I have found these out.Did you know that T2D has:
Threading capabilities built in? (thread.h)
Lens flare built in? (lensFlare.h)
Registry manipulation functions? (winRegistryManager.h)
And plenty of other hidden goodies. I've only discovered these this last week.
I have managed to get VS to compile without problems if I do manage to write legitimate code for it but I can't get it to work with breakpoints. I'm afraid to try to fix it though because 1. I have no idea what to do. 2. I might anger VS somehow and it will punish me by refusing to compile or something.
Torque Owner Richard Ranft
Roostertail Games
As far as "points of interest," the /component folder has examples of how T2D's component system work, the /T2D folder has most of the interesting classes like particle systems and sprites, /TGB has the actual editor support classes, the console system is in /console (and is important if you intend to create your own scriptable classes), and /gui contains the gui objects (obviously). For extending things I'd think that those spots would all be good places to start.