Tse Versus Tge
by Ryan Cleven · in Torque Game Engine Advanced · 09/09/2004 (8:35 pm) · 8 replies
I was wondering how TSE sat with TGE.
Does TSE include select sources found in TGE which are in common? Or do you need both CVS's for future development? When a change is entered into TGE, how is it migrated to TSE?
Thanks.
Does TSE include select sources found in TGE which are in common? Or do you need both CVS's for future development? When a change is entered into TGE, how is it migrated to TSE?
Thanks.
#2
I'm less talking about the license or conceptually, I'm more talking about from a development point of view. If I'm developing a Torque game using TSE, would i be working out of both code bases? Or would I just be working out of TSE? I noticed a lot of the same code files in both, but I didn't check to see if there was full duplication.
09/10/2004 (7:36 am)
Thanks,I'm less talking about the license or conceptually, I'm more talking about from a development point of view. If I'm developing a Torque game using TSE, would i be working out of both code bases? Or would I just be working out of TSE? I noticed a lot of the same code files in both, but I didn't check to see if there was full duplication.
#3
Although TSE is an extension to the TGE graphics, that has resulted in changes to many area's of the engine, so that the two are not able to allow "drop in" code that will work in both.
09/10/2004 (8:08 am)
If you're developing a TSE game you will use the TSE codebase.Although TSE is an extension to the TGE graphics, that has resulted in changes to many area's of the engine, so that the two are not able to allow "drop in" code that will work in both.
#4
09/10/2004 (6:12 pm)
Thanks, that's pretty clear. So should I hold off designing any new code until the TSE stabalizes?
#5
Even TGE's source fluctuates. Waiting until the code truly stops changing is a losing game.
There are already at least three games using TSE's codebase, so it's ready enough for serious development.
09/11/2004 (8:01 am)
I dunno. What are your goals?Even TGE's source fluctuates. Waiting until the code truly stops changing is a losing game.
There are already at least three games using TSE's codebase, so it's ready enough for serious development.
#6
I've been thinking about a plug-in architecture for TSE and i was going to start looking at how the code was structure to see if a plug-in architecture made sense. If I made 'addons' for TSE which is flucating, then modifying core files doesn't make much sense.
09/11/2004 (10:06 am)
Well, I'm new to using Torque. I'm a pro game developer looking for some hobby work. I was thinking about writing some tools, fx and rendering/lighting code perhaps even some interactive demos, but I wanted to know how stable TSE was to start developing for and how it gets its influence from TGE (i.e. if there's a non-rendering game fix on the TGE, does it migrate to the TSE?).I've been thinking about a plug-in architecture for TSE and i was going to start looking at how the code was structure to see if a plug-in architecture made sense. If I made 'addons' for TSE which is flucating, then modifying core files doesn't make much sense.
#7
Both TGE and TSE are changing bodies of code. If you want to do something I suggest either learning how to do a CVS merge, or sticking to a specific stable version...
09/11/2004 (11:07 pm)
In general, the non-rendering parts of TGE/TSE will stay the same. There might be a month or two lag between fixes being applied.Both TGE and TSE are changing bodies of code. If you want to do something I suggest either learning how to do a CVS merge, or sticking to a specific stable version...
#8
09/12/2004 (6:34 am)
Thanks Ben.
Torque Owner Harold "LabRat" Brown