Game Development Community

Minimalistic Script

by Andrew Alexander · in Torque Game Engine Advanced · 06/28/2004 (8:09 am) · 13 replies

I'm trying to write a script that does nothing more then the basic initialization, load a specific mission and, allow a user to fly around(free cam)

I'd like to think this can be done in far fewer than the 450k+ of script in the demo app. or 250k of code in the tutorial.base with torque.

Has anyone looked into this before. Or have any suggestions?

#1
06/28/2004 (8:18 am)
Yep, I've done it before. 93 kb was my hit.
#2
06/28/2004 (9:01 am)
What were the minimum required bits to make this happen?
#3
06/28/2004 (12:28 pm)
I was assuming you meant standard TGE.

I didn't even think there was a "demo app", just a "tutorial app".

I haven't done this in TSE however. Sorry for the confusion.
#4
06/28/2004 (12:36 pm)
Are TGE script requirements diffrent than TSE?
#5
06/28/2004 (3:38 pm)
Not really. They're the same basic engine. You do need some different datablocks.
#6
06/28/2004 (4:08 pm)
'show' for the TGE is very lightweight on script, just a few small files and the common directory.

Would this be capable of displaying terrain? Or are there more complexities in it
#7
06/28/2004 (4:36 pm)
I was wondering, what is the chance of there coming to be some sort of 'guide' as it were for porting a scripted out game from TGE to TSE? A changes needed as it were, and requirements for what needs to be added for materials, etc, would be very helpful.
#8
06/28/2004 (5:06 pm)
Actually, I'm hoping that indirectly a very minimalistic script would answer that very question. Having just a very small amount of code to go through to figure out whats needed to work, it should make understanding whats needed to port be much easier. Especially since this could be used as a 'baseline' in the future to run diffs against when new versions/products are released by GG.

To me, its a cheap easy way of 'documenting'. Extra scripts can be added later to demonstrate the 'new features' for improving code. The D3D Tutorials that come with the DirectX SDK work in much the same manner. It teaches, and serves as base reference. For example, DirectX 10 comes out, the new tutorials show you the new way to put a triangle on your screen.
#9
06/28/2004 (5:19 pm)
The tutorial.base project is about as minimal as you can get. It amounts to 16 scripts coming in at about 60k so I'm not sure where you're getting your numbers of 450kb from? (even counting common it's still only 300kb).

There's been a lot of discussions about stripping down to the bare minimum but I see tutorial.base getting to be about as close as you can. You could remove all the editors, etc. and *maybe* strip out some movement code, but I'm not sure I see the value in doing anything less than what's already there?

There's also a discussion in another thread on producing a single player base which is a good idea, so maybe stripping tutorial.base down to a single player would make it smaller but there's only so little you can get to to be effective. It's like saying how much do I need to know to program "Hello World". Well, not much but to be able to write anything except "Hello World" on the screen you're going to need more a little more info.

Just my 2 shekels.
#10
06/28/2004 (5:58 pm)
Bil, there is no tutorial.base for TSE. The 450k is for the TSE demo project. And yes, I'm counting common. This makes it hard to do just a simple file compare to see what changes were nessesary.

Also, there are changes done to common and the other project directories that are more stylistic or simply new added functionality. If you are familiar with the DXSDK, I compare tutorial.base more to the base d3dapp files than the tutorials.
#11
06/28/2004 (8:17 pm)
My bad. I didn't realize I was in the TSE not the TGE forums. Sheesh. Someone should put up a roadsign.

Edit: Although looking at TSE now, I don't see why you can't build a tutorial.base app for it. Just would take some time to ferret out what is necessary and what isn't.
#12
06/29/2004 (3:53 am)
Hello,

I just looked at that but the partical stuff has not been completed yet with TSE and the player uses it for splash data and foot puffs.. My guess is that TSE will have to be further along before that can be moved over easily.

Ben
#13
06/29/2004 (5:15 am)
Off the top of my head, the things you would want for a TSE build.

* Shader folder in exe directory.

* Shader server script.

* Material server script.

* Glow buffer server script.

* Graphics card profile folder.

* TSE specific $pref's.

Hope this gives an idea.