Required Libraries
by Chris Berberian · in Technical Issues · 02/22/2005 (3:32 pm) · 4 replies
Hey All,
First, If I don't follow some GG edicate in my posts let me know as I'm a newb to our community despite how long i've been a member (since 02).
I'm interested in which libraries are the "required libraries" to reference in my project in order to get the minimum build possible that will still load fps style game environment. The reason i'm fishing for this is the sdk, I'm assuming, include "all" torque libraries for demonstration purposes but you want to compile in say, the vehicle libs when you don't make use of em.
is there perhaps a library reference for the engine architecture and libs vs a c++ or script reference which details language related semantics?
Thx in advance fellow game enthusiasts :)
-Chris B
First, If I don't follow some GG edicate in my posts let me know as I'm a newb to our community despite how long i've been a member (since 02).
I'm interested in which libraries are the "required libraries" to reference in my project in order to get the minimum build possible that will still load fps style game environment. The reason i'm fishing for this is the sdk, I'm assuming, include "all" torque libraries for demonstration purposes but you want to compile in say, the vehicle libs when you don't make use of em.
is there perhaps a library reference for the engine architecture and libs vs a c++ or script reference which details language related semantics?
Thx in advance fellow game enthusiasts :)
-Chris B
#2
Actually, the VC++ Example project included in the SDK references a bunch of torque specific libraries. Also keep in mind that the exe file also references the dlls that it requires for the platform dependencies and other stuff adding to the footprint.
True True though, even adding in the dlls to the mix doesn't appear to amount up to much of a memory footprint ;)
I wasn't necessarily looking at reducing memory footprint or processor usage though so much as I was looking to understand the engine a little better. Perhaps getting a link to some UML documentation or good library reference illustrating / describing the usage of each lib or module.
I would say on a performance note though that having come to understand a little more about game programming in recent years, I've definitely become a performance fanatic and I figure gaining processor cycles and memory or losing em can be the difference between using a cool AI routine and not using a cool ai routine ya know? Never want to write off the possibilities :)
02/23/2005 (5:05 am)
Well, Actually, the VC++ Example project included in the SDK references a bunch of torque specific libraries. Also keep in mind that the exe file also references the dlls that it requires for the platform dependencies and other stuff adding to the footprint.
True True though, even adding in the dlls to the mix doesn't appear to amount up to much of a memory footprint ;)
I wasn't necessarily looking at reducing memory footprint or processor usage though so much as I was looking to understand the engine a little better. Perhaps getting a link to some UML documentation or good library reference illustrating / describing the usage of each lib or module.
I would say on a performance note though that having come to understand a little more about game programming in recent years, I've definitely become a performance fanatic and I figure gaining processor cycles and memory or losing em can be the difference between using a cool AI routine and not using a cool ai routine ya know? Never want to write off the possibilities :)
#3
www.garagegames.com/docs/torque/
Also, there was a nice argument a while back which turned out to be surprisingly educational on this topic.
www.garagegames.com/mg/forums/result.thread.php?qt=16420
And this reference is rather poorly written, but I use it more than any other so I'll post that too :p
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6853
I also recommend the codesampler tutorials if you're just getting started. They are strictly script though.
www.codesampler.com/torque
02/23/2005 (5:17 am)
The general docs are for script. Start with those. The source code docs are for the c++ and are much harder to follow.www.garagegames.com/docs/torque/
Also, there was a nice argument a while back which turned out to be surprisingly educational on this topic.
www.garagegames.com/mg/forums/result.thread.php?qt=16420
And this reference is rather poorly written, but I use it more than any other so I'll post that too :p
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6853
I also recommend the codesampler tutorials if you're just getting started. They are strictly script though.
www.codesampler.com/torque
#4
Thanks. I've been going through the script documentation and c++ documentation and both have provided me some handy info. The argument post was an interesting one :). It actually does give some good insights into the game engine. That help file is also pretty convenient although lacking in alotta detail.
I'm not so much worried about the scripting. So far it seems pretty straight forward. The code side is what i'm really interested in getting a handle on.
02/23/2005 (6:56 am)
Hey Eric,Thanks. I've been going through the script documentation and c++ documentation and both have provided me some handy info. The argument post was an interesting one :). It actually does give some good insights into the game engine. That help file is also pretty convenient although lacking in alotta detail.
I'm not so much worried about the scripting. So far it seems pretty straight forward. The code side is what i'm really interested in getting a handle on.
Torque Owner Eric Lavigne
Seriously, the Torque executable is less than a megabyte. Why would you want to optimize for disk space?