Game Development Community

Using the book as a guide for a Mac

by Jared Bauer · in Torque Game Engine · 08/10/2004 (9:03 pm) · 4 replies

I have been dong just fine getting along through the book on my PC. It seemed like some of the things should work exactly the same on a Mac. So I tried to run the animaudio.cs from the end of chapter 3 in the "FPS Starter Kit" that comes with the indie license, but it said the file was missing. Well, that seems to be an obvious problem, I don't know where the file should go for the engine to access it. So I need to know the layout of the engine for the book demo. "Well," (this is what I was thinking) "why don't I just skip ahead to where Ken tells us how to build the final project with the indie engine..." I haven't found it yet, my book is missing that chapter. :P

Anyway, if anyone has succeeded in translating any of the programming chapters into the Indie version, I would be very grateful to you if I could acquire some of your knowledge. It would also be stellar if someone wrote a tutorial on how to build the Torque Engine in Xtools like the engines used in the chapters of this book.

#1
08/11/2004 (9:13 am)
One of the aims of the book is to teach you how to use TorqueScript to create new games from scratch. This means that very few of the files from the TGE example folder or the downloadable demo are used in their existing form.

Your problem stems from the fact that many of the files you need are in self-extracting "chapter install kits" which only run in Windows.

Ken may be able to provide them in more usable (for you) archive form though. If you already have a compiled version of TGE, that simplifies the problem as he will only need to send the scripts and assets.
#2
08/11/2004 (12:01 pm)
Wysardry, thanks for your reply.

I did compile the indie engine into the "demo", from there I ran the FPS Starter Kit and tried to add the animaudio.cs file. I put the "CH3" folder just about everywhere in the directory, with no luck; all it says every time is "Missing File:...". Do you think I can just copy the scripts and assets from Windows and drop them into a folder with the Torque.app? I will give that a shot. It seems though that the engine of each chapter is setup to acknowledge the folder before it is compiled? I think after I finish chapter 5 and get it running I will test the tge.exe from ch5 against the ch4 scripts and assets. Anyway, I will keep on trucking through the book and keep checking in here in hopes I will find the information I am looking for.
#3
08/11/2004 (12:04 pm)
When you do copy folders over to the Mac, be sure to delete all .dso files. They're compiled when you run the engine (by the engine), and won't work on Mac when compiled by Windows and vice versa.
#4
08/11/2004 (5:05 pm)
Awesome! Thanks a bunch. All I really needed to do was to duplicate my .app and copy it into the folder in place of the .exe, I was doing it backwards. Thanks again!