Huh, an outside compiler to compile Torque scripts!
by Gary Roberson · in Technical Issues · 10/19/2004 (5:47 pm) · 11 replies
Hi guys,
I've just read several threads from members here!
They all seem to be concerned with using some compiler like MSVC, Dev-C, C++ Builder, or MetroWerks to make the Torque work.
From all the sale promotions I've seen on the GarageGames site, I've believed that the Torque was an all-in-one 3D Game Development tool.
Is it true that you'll need an outside IDE to compile the scripts?
I've just read several threads from members here!
They all seem to be concerned with using some compiler like MSVC, Dev-C, C++ Builder, or MetroWerks to make the Torque work.
From all the sale promotions I've seen on the GarageGames site, I've believed that the Torque was an all-in-one 3D Game Development tool.
Is it true that you'll need an outside IDE to compile the scripts?
About the author
#2
10/19/2004 (6:10 pm)
Amanda. I don't understand the barrage of basic questions when you claim to be a skilled programmer. Torque is an all in one game engine, but it still requires many tools to make it work. I would suggest that Torque is not the right engine for you to choose. It is a very advanced engine that requires some knowledge of programming in order to succeed.
#3
1. Engine Coding: This is the coding for the engine when you purchase the license you get the engine code which need a C++ compiler to make the executable file, this coding is in C++...
2. Torque Script: This is a C++ like syntax that is used for the scripts in the game. The .cs files are the script files. When you run your program (the exe file) it will compile the .cs scripts into .dso files...
Remember: Engine coding = the outside compiler compiling the .cpp and .h files into an .exe file and Torque Scripting = .cs compiled into .dso files automatically when you run your program
---------------------------
I would have to agree with Mr Tunnell, I wouldn't use the Torque game engine... Try one of the tools at www.thegamecreators.com
They have easy to use game programming tools for beginners, I'd say DarkBasic or DarkBasic Pro is a good product...
10/19/2004 (6:39 pm)
There are 2 types of coding for Torque...1. Engine Coding: This is the coding for the engine when you purchase the license you get the engine code which need a C++ compiler to make the executable file, this coding is in C++...
2. Torque Script: This is a C++ like syntax that is used for the scripts in the game. The .cs files are the script files. When you run your program (the exe file) it will compile the .cs scripts into .dso files...
Remember: Engine coding = the outside compiler compiling the .cpp and .h files into an .exe file and Torque Scripting = .cs compiled into .dso files automatically when you run your program
---------------------------
I would have to agree with Mr Tunnell, I wouldn't use the Torque game engine... Try one of the tools at www.thegamecreators.com
They have easy to use game programming tools for beginners, I'd say DarkBasic or DarkBasic Pro is a good product...
#4
To explain myself, I'm confidant with the C++ Builder/Delphi environments, as I have been programming in them for years, even though I've run into stumbling blocks every now and then.
Just recently, I've been reviewing some 3D programming tools (DARKBasic, 3D Gamestudio, and BlitzBasic) to do some 3D programming with. Six months ago, I purchased DARKBasic and was disappointed with the speed issue, its GUI interface, etc. 3D Gamestudio, I was disappointed with its WED and MED editors, after comparing them to your World Editors and BB's Advanced Landscpae Editor.
I fainlly purchased Blitz Basic to use, because some of the demos that came with the program ran pretty decently. Though I do have some issues with some its syntax. (Nothiing damaging, just a little annoying to get used to!) Also, I bought some games from them, LoveChess for example, and that ran pretty slow, (for a 2.6 GHz machine).
At this point, I don't whehter to blame the Blitz language or the programming house for the limitations of the lovechess program.
That's basically my reason for turning to the Torque game engine. (mainly speed, after all, I am comfortable with the c++ language and oop design.)
That explains the reasoning behind my barage of ..dumb.. questions! I was merely trying to test the waters before I plunge into the oceans before I spent another $100.00 bucks.
BTW, Jeff while I have you on the line, another ..dumb.. question.
The Torque Shader Engine selling for $150.00, I read somewhere that this is the Torque Engine with the renderer completely rewritten to support the features of DirectX9. Also, that it is not complete yet, according to the webpage that is advertised on!
Am I to understand that you'll need only that program to produce Games with (with an Indie license of course) or,
Is it some form of expansion pack, .dll to be added on to the Torque engine?
Thanks, Amanda,
10/19/2004 (6:54 pm)
Hi Jeff,Quote:
Amanda, I don't understand the barrage of basic questions when you claim to be a skilled programmer.
To explain myself, I'm confidant with the C++ Builder/Delphi environments, as I have been programming in them for years, even though I've run into stumbling blocks every now and then.
Just recently, I've been reviewing some 3D programming tools (DARKBasic, 3D Gamestudio, and BlitzBasic) to do some 3D programming with. Six months ago, I purchased DARKBasic and was disappointed with the speed issue, its GUI interface, etc. 3D Gamestudio, I was disappointed with its WED and MED editors, after comparing them to your World Editors and BB's Advanced Landscpae Editor.
I fainlly purchased Blitz Basic to use, because some of the demos that came with the program ran pretty decently. Though I do have some issues with some its syntax. (Nothiing damaging, just a little annoying to get used to!) Also, I bought some games from them, LoveChess for example, and that ran pretty slow, (for a 2.6 GHz machine).
At this point, I don't whehter to blame the Blitz language or the programming house for the limitations of the lovechess program.
That's basically my reason for turning to the Torque game engine. (mainly speed, after all, I am comfortable with the c++ language and oop design.)
That explains the reasoning behind my barage of ..dumb.. questions! I was merely trying to test the waters before I plunge into the oceans before I spent another $100.00 bucks.
BTW, Jeff while I have you on the line, another ..dumb.. question.
The Torque Shader Engine selling for $150.00, I read somewhere that this is the Torque Engine with the renderer completely rewritten to support the features of DirectX9. Also, that it is not complete yet, according to the webpage that is advertised on!
Am I to understand that you'll need only that program to produce Games with (with an Indie license of course) or,
Is it some form of expansion pack, .dll to be added on to the Torque engine?
Thanks, Amanda,
#5
No, Torque is not the only program you need to make games. Torque is a game engine. You will need Quark (free tool) to do interior objects (DIF), and you will need some 3d modeling program to do three-space objects (DTS). You will need a C++ compiler to compile Torque. Most common is Visual Studio, which costs money, but you can also do it with GCC in MinGW or CYGWIN.
In theory, you can get away with buying Torque, and using all free tools to produce content for it. Quark for interiors, Blender for threespace, GCC to compile the source.
10/19/2004 (7:12 pm)
Torque Shader Engine is a complete engine. No, this engine is nothing like *Basic or 3DGamestudio. We don't really compete with them exactly. Torque is a game engine, which is available to hobbyests and indies. *Basic etc are toy-engines. Torque was originally written for a AAA game studio (Dynamix) and it shows in both its power and complexity.No, Torque is not the only program you need to make games. Torque is a game engine. You will need Quark (free tool) to do interior objects (DIF), and you will need some 3d modeling program to do three-space objects (DTS). You will need a C++ compiler to compile Torque. Most common is Visual Studio, which costs money, but you can also do it with GCC in MinGW or CYGWIN.
In theory, you can get away with buying Torque, and using all free tools to produce content for it. Quark for interiors, Blender for threespace, GCC to compile the source.
#6
Damn! I had a really huge post that said exactly the same thing, but much, much more verbosely. I'm glad I checked before posting because I'd probably have muddied the waters as I (unfortunately) tend to do.
@Amanda Dearheart
Since you are comfortable with C++, you should instantly see the benefit of working with the complete engine source code rather than simply and SDK or a wrapper language to more complex features (which is essentially what Blitz and DBPro are, only they're on steroids compared to most wrapper languages). The drawback is complexity. Instead of a few hundred commands or SDK calls, you have 500k+ lines of C++ code, and while it's organized very well, it's still a huge amount of code to sort through.
You should have access to a good amount of documentation, as a lot of it was made publichly available a while back.
10/19/2004 (7:50 pm)
@PatDamn! I had a really huge post that said exactly the same thing, but much, much more verbosely. I'm glad I checked before posting because I'd probably have muddied the waters as I (unfortunately) tend to do.
@Amanda Dearheart
Since you are comfortable with C++, you should instantly see the benefit of working with the complete engine source code rather than simply and SDK or a wrapper language to more complex features (which is essentially what Blitz and DBPro are, only they're on steroids compared to most wrapper languages). The drawback is complexity. Instead of a few hundred commands or SDK calls, you have 500k+ lines of C++ code, and while it's organized very well, it's still a huge amount of code to sort through.
You should have access to a good amount of documentation, as a lot of it was made publichly available a while back.
#7
I suggest you don't give up on BlitzBasic so easy. It is a great engine, and doesn't take much work to produce great results at insane speeds. Now I'm not trying to put off Torque, I own it and love it to death. It just has a much higher learning curve, but with the documentation updates it's becomming much easier.
Anyways, to prove this point about BlitzBasic and it's speed. I made a quick tech demo with the following effects: HDR and Normal Mapping with a Dynamic Shadow-Mapping system that doesn't show in the screenshot. It took me about 20minutes to make this, and I've had less then 6months experiance on and off with BlitzBasic. Here's a screenshot with the frame count, keep in mind the below system specs, that it's in windowed mode and it's highly un-optimized.
SYSTEM SPECS:
P3 500Mhz
256Mb DDR Ram
GeForce2 MX200 32Mb
---
10/19/2004 (9:20 pm)
Amanda,I suggest you don't give up on BlitzBasic so easy. It is a great engine, and doesn't take much work to produce great results at insane speeds. Now I'm not trying to put off Torque, I own it and love it to death. It just has a much higher learning curve, but with the documentation updates it's becomming much easier.
Anyways, to prove this point about BlitzBasic and it's speed. I made a quick tech demo with the following effects: HDR and Normal Mapping with a Dynamic Shadow-Mapping system that doesn't show in the screenshot. It took me about 20minutes to make this, and I've had less then 6months experiance on and off with BlitzBasic. Here's a screenshot with the frame count, keep in mind the below system specs, that it's in windowed mode and it's highly un-optimized.
SYSTEM SPECS:
P3 500Mhz
256Mb DDR Ram
GeForce2 MX200 32Mb
---
#8
Additionally, aside from engines there are other alternatives such as Simple DirectMedia Layer.
10/19/2004 (10:19 pm)
Amanda, you mention you've been reviewing some 3d tools to do some 3d programming. You may want to look at free ones instead of making another investment. Also, before choosing an engine figure out what type of game you want to create.Additionally, aside from engines there are other alternatives such as Simple DirectMedia Layer.
#9
I didn't mean to compare the Torque Shader Engine with the Basic's. What I meant was Is the Torque Shader Engine an add-on to the Torque [bold] Game [\bold] engine, or a seperate product.
@Alex,
No, I haven't given up on Blitz Basic. In fact, my first demo and maybe my first 3D game WILL be done in that language. (Basically speaking, when I need a quick buck, I'll use this language for creating 3D Games.) I'm looking at the Torque for more speed intensive games.
@Joe
Already have several in mind. I guess names can't hurt. Just remember you heard them here first!
Adventure (demo given to companies to demonstrate my abilities Blitz)
Asian Pounder: BEM Hunter (3d rpg Blitz)
Demon Chess (3D fantasy chess game Torque)
Johnny Trouble (3d rpg Torque)
Solitaire (no, not the card game. This is the name of the hero. 3d rpg Torque)
And, yes guys, I realize all this ambition will take me [bold] years [\bold] to accomplish!
I'm planning on taking at least five of them, given up a husband to make more time to program, eat in a lot( a $2.00 Big Mac is what I call a big night out.), and get at least an four job to pay the mortgage and other bills.
Nice talking to you guys.
10/21/2004 (10:54 am)
@Pat,I didn't mean to compare the Torque Shader Engine with the Basic's. What I meant was Is the Torque Shader Engine an add-on to the Torque [bold] Game [\bold] engine, or a seperate product.
@Alex,
No, I haven't given up on Blitz Basic. In fact, my first demo and maybe my first 3D game WILL be done in that language. (Basically speaking, when I need a quick buck, I'll use this language for creating 3D Games.) I'm looking at the Torque for more speed intensive games.
@Joe
Already have several in mind. I guess names can't hurt. Just remember you heard them here first!
Adventure (demo given to companies to demonstrate my abilities Blitz)
Asian Pounder: BEM Hunter (3d rpg Blitz)
Demon Chess (3D fantasy chess game Torque)
Johnny Trouble (3d rpg Torque)
Solitaire (no, not the card game. This is the name of the hero. 3d rpg Torque)
And, yes guys, I realize all this ambition will take me [bold] years [\bold] to accomplish!
I'm planning on taking at least five of them, given up a husband to make more time to program, eat in a lot( a $2.00 Big Mac is what I call a big night out.), and get at least an four job to pay the mortgage and other bills.
Nice talking to you guys.
#10
Where do I find Quark? I tried an internet search, but all I could find was a company selling QuarkExpress. GCC I have in Dev-C++. And I've heard of Blender as well. I may try that out, but my preferred choice of 3D modeler is TrueSpace.
10/21/2004 (11:24 am)
@PatWhere do I find Quark? I tried an internet search, but all I could find was a company selling QuarkExpress. GCC I have in Dev-C++. And I've heard of Blender as well. I may try that out, but my preferred choice of 3D modeler is TrueSpace.
Torque Owner Dan -
Compile the scripts? No. The engine does that for you. It converts .cs files to .dso files. Download the demo and see.
You do need a compiler to compile the engine code. When you purchase you get ALL the source code which is written is c/c++. So you can make changes to the engine after which you have to re-compile.
Make sense?