Engine Struture Question
by Robert Clutton · in Torque Game Engine · 03/13/2005 (10:04 am) · 7 replies
Hello Boys and Girls,
I'm doing a degree at City University (see education page) and I'm writing an essay on data driven game engines using Torque as an example as we've used it in class.
Just wondering if Torque can be viewed as a component model? I know the networking component has been taken out and is marketed seperately. I'm also interested to know if any of the components were removed and re-used for the 2D engine.
Another thing. I've heard rumblings about a new Torque Script Editor. Can anyone point me in the first direction for any information relating to this?
Also, lastly, if anyoe can point me in the direction of any articles regarding data driven design/architecture/data structures I'd be most appreciative.
If anyone is interested, I'll post my essay once I've finished it.
~Rob
I'm doing a degree at City University (see education page) and I'm writing an essay on data driven game engines using Torque as an example as we've used it in class.
Just wondering if Torque can be viewed as a component model? I know the networking component has been taken out and is marketed seperately. I'm also interested to know if any of the components were removed and re-used for the 2D engine.
Another thing. I've heard rumblings about a new Torque Script Editor. Can anyone point me in the first direction for any information relating to this?
Also, lastly, if anyoe can point me in the direction of any articles regarding data driven design/architecture/data structures I'd be most appreciative.
If anyone is interested, I'll post my essay once I've finished it.
~Rob
#2
This is a relatively new evolution, but from what I gather, a very important one to GG!
03/13/2005 (12:02 pm)
That being said (and Eric is right), GG is actually moving towards a much more component-based environment, both at the C++ level and the product level. The evolution is towards the "Torque Application Platform", which is made up of all of the various Torque products, from TGE/TSE/T2D to the various pipeline assets such as Torque Show Tool Pro and the up and coming Torque Constructor, as well as the starter kits and asset packs.This is a relatively new evolution, but from what I gather, a very important one to GG!
#3
03/13/2005 (12:13 pm)
Thanks for the link Eric, some very interesting topics brought up there. Stephen, from the research I've been doing for my paper it seems that component based engines really are the way forward. Both in a business sense (reusability) and in a modern software engineering methodology sense.
#4
03/13/2005 (12:17 pm)
@Robert: GG seems to agree! As I mentioned, they are working strongly towards component based objects at the source code level, as well as a suite of applications at the marketing/sales level. IMO it's one of the best things to happen to Torque on both fronts in a long while!
#5
03/13/2005 (12:51 pm)
@Stephen: Are Torque looking to expand outside the games industry (in marketing/sales) ?
#6
03/13/2005 (1:04 pm)
Actually, GG has several non-game commercial customers. It's just not something that is talked about much here, since this is mostly a game dev forum. I'm not privy to specifics or anything, but I know they do have them!
#7
03/13/2005 (1:16 pm)
Interesting, do they have a website or more information regarding this? It'd be interesting to know if they use their (game) applications across business areas. I know at my university there has been talk about using game engine type structures to house business applications that require real time information/updates.
Torque Owner Eric Lavigne
>I know the networking component has been taken out and is
>marketed seperately. I'm also interested to know if any of the
>components were removed and re-used for the 2D engine.
Torque is not designed to be divided into smaller components. The networking is a special case and separating it probably required a lot of effort. Here is a thread on the topic:
www.garagegames.com/mg/forums/result.thread.php?qt=16420