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Questions

by Patrick Jeeves · in Torque Game Engine · 06/07/2005 (3:14 pm) · 9 replies

Sorry if this has been posted before but, what .cc and .h files in the game directory are needed and which are game spesific? how do I save and acces files, how do I make my own file format to record changes in, how do I communicate between the torque game engine and external program, and is there a way to get rid of that consle window?

#1
06/07/2005 (3:30 pm)
Wow... in the future, you might want to put one question on each line.

1) Which .cc.h files are needed and which are game specific?
Aside from files not on the target platform (you don't need mac code on a windows build, etc), everything. Your IDE should handle all that for you.

Do you know what an IDE is? Going by your profile, you don't have any programming skills, so I'd suggest just avoiding them until you Have To. Learning C++ (the language they're written in) is not a simple task.

I recommend that you go get "3D Game Programming All In One". It's a good introductory book to torque. You could find most or all of the information in it here and scattered around the internet, but it consolidates it all for you in one neat package. Very Handy.

You can also download the TBE (Torque Build Environment) which handles all that stuff for you. You should be able to find it quickly using the search link at the top of the page. Just search for "TBE".

2) How do I save and access files?
Which files? .cc & .h can be opened by any text editor, from "Notepad" on up.

3) How do I make my own file format to record changes in?
What kind of changes, and what for?

4) How do I communicate between torque and external programs?
There's several methods available... though none of them are built into Torque. Check out boost::sockets (www.boost.org)... but that's going into that whole C++ thing.

5) Is there a way to get rid of that console window?
Sure... yank the console toggle bind out of the global action map. I couldn't tell you which file it is in off the top of my head, but you'll find it in one of the .cs files... someone with them on their local machine (I'm at work) will be able to give you a better answer.

I wouldn't get rid of it till you're about to release your game though. You'll use it quite a bit during game developement.
#2
06/07/2005 (3:45 pm)
Do you know what an IDE is?

no

Going by your profile, you don't have any programming skills, so I'd suggest just avoiding them until you Have To. Learning C++ (the language they're written in) is not a simple task.

I've never edited my profile I have some C++ programing skills not very good ones though

I recommend that you go get "3D Game Programming All In One". It's a good introductory book to torque. You could find most or all of the information in it here and scattered around the internet, but it consolidates it all for you in one neat package. Very Handy.

that book is how I found torque

Which files? .cc & .h can be opened by any text editor, from "Notepad" on up.

no like game save files where you were what items you had ect...

What kind of changes, and what for?

explained above

sorry I din't be more spesific ^-^
#3
06/07/2005 (3:49 pm)
IDE: Integrated Developement Environment. The TBE uses "Eclipse" (an open-source java-based IDE). I strongly recommend you go look it up.

"like game save files"
There really isn't a save file format for Torque. There's a RECORDING format, but that's something else entirely... intended to allow the engine to replay a previous session (handy for all kinds fo things).

"What items you had" is going to be game-specific, so it's not in the base engine. Each game has to come up with something like that on their own for their own unique needs.
#4
06/07/2005 (3:53 pm)
Yes but what files are game specific like player.cc and stuff that are in the SDK first person shooter demo, which ones can I delete and still have a working program
#5
06/07/2005 (3:59 pm)
Does TBE run on OSX?
#6
06/07/2005 (4:00 pm)
I don't think you could loose any of the files except those that are specific to other platforms and still have a buildable engine. You need it all. It's the SCRIPT that turns the engine into an FPS or racing game or whatever.

TBE appears to be Windows-specific. Hmmm. Not sure about OSX, but poking around using the Search link at the top of the page will give you the answers you need.

EDIT: Mac-specific Torque info: http://www.garagegames.com/docs/tge/general/apbs03.php
#7
06/07/2005 (4:20 pm)
One quick correction to above: Torque has TCPObject, and I think HTTPObject as a resource, for communication with "external programs" via sockets. There are other, less obvious methods and techniques as well (opening a pipe as a file, etc.) that can work with some effort and tweaking,
#8
06/07/2005 (4:50 pm)
Quote:4) How do I communicate between torque and external programs?

Torque has Telnet built in. Depending on your need, you could use that. Torque also has HTTP which could be used as a communication medium as well.



Quote:5) Is there a way to get rid of that console window?

If you are talking about the black console window that pops up when Torque starts, yes you can get rid of it by making a simple change in your build settings.
#9
06/10/2005 (1:03 pm)
KK how do I put a save format in add new classes, (what includes do I need) and where is the source code file to makes the window unresizable?