What platform to use?
by Nils Jeppe · in General Discussion · 10/18/2004 (1:39 am) · 8 replies
Hi guys,
While I have done a lot of programming in my past, I am just getting back into it. I am interested in TGE/TSE and I have a million* questions. Please bear with me if I drop some of them in the wrong areas.
My first and foremost question is: What platform do you guys use for development? Which one do you feel is best/easiest to use for Torque development, and which makes for the best "base" from which to port over to the other two platforms? I am a little biased against Windows for several reasons, but let that not influence this.
So, what is the best platform (Mac, Linux, Windows) to give Torque a shot (and later to develop on:p).
Thanks,
- Nils
* Probably really n+1 questions. You know how these things go.
While I have done a lot of programming in my past, I am just getting back into it. I am interested in TGE/TSE and I have a million* questions. Please bear with me if I drop some of them in the wrong areas.
My first and foremost question is: What platform do you guys use for development? Which one do you feel is best/easiest to use for Torque development, and which makes for the best "base" from which to port over to the other two platforms? I am a little biased against Windows for several reasons, but let that not influence this.
So, what is the best platform (Mac, Linux, Windows) to give Torque a shot (and later to develop on:p).
Thanks,
- Nils
* Probably really n+1 questions. You know how these things go.
#2
10/18/2004 (3:33 am)
The biggest problem on the Mac side is that there are no tool available for .map editing. (Except from radiant).
#3
- Nils
10/18/2004 (3:46 am)
Thanks. Tool support is a non-issue really. I probably have to roll my own for several core parts of my intended project anyway; and besides, data files are so very portable. I could easily outsource that to a different platform. My concern is simply to find the best platform for primary code development so I won't get into trouble lateron when/if it gets ported to the other two Torque supported platforms.- Nils
#4
10/18/2004 (12:29 pm)
You're right about the lack of .map export. There is, however, a script in the works for Blender. I don't know the latest state of it.
#5
Scott, as a newbie here, I'm curious as to when you say "And Windows requires a breakthrough"
What do you mean by that, are you saying there's a shortage of developers using Torque for the windows platform? If you are, I'm seriously shocked, I would have thought the market would be flooded with Torque-Windows developer!
10/18/2004 (2:45 pm)
@ScottScott, as a newbie here, I'm curious as to when you say "And Windows requires a breakthrough"
What do you mean by that, are you saying there's a shortage of developers using Torque for the windows platform? If you are, I'm seriously shocked, I would have thought the market would be flooded with Torque-Windows developer!
#6
10/18/2004 (3:11 pm)
That's exactly my point. The market for Windows is flooded. For the games, too. Read some of the GG FAQs and they say just what I've said. A "breakthrough" means something really unique and desirable. Something that may be pretty tough to obtain. That's all.
#7
10/18/2004 (3:24 pm)
Thanks, looks like I shall have to get my thinking cap on then..! (here come the sleepless nights again!)
#8
10/18/2004 (5:58 pm)
If you just want to get in and make something simple, you don't really need to make changes to the engine. There's quite a bit that can be done without regard to the platform of development. One suite of scripts and models designed on one system will work on the others.
Torque Owner Scott Coursey
Yellow Duck Software
From what I've found on GG, they've said that 65% of their revenue from games come from the Mac side. Almost 0% ("a labor of love") come from Linux. And Windows requires a breakthrough.