New TorqueScript IDE - Torsion... teaser video, open alpha soon
by Tom Spilman · in Torque Game Builder · 07/17/2005 (12:39 pm) · 16 replies
A little teaser for the community (and to give me a boost on a quiet Sunday). I think this is gonna be huge for T2D development...
Torsion teaser video
Two little bugs and i'll have the alpha out to test. =)
Torsion teaser video
Two little bugs and i'll have the alpha out to test. =)
About the author
Tom is a programmer and co-owner of Sickhead Games, LLC.
#2
If anyone has any specific needs, especially anything that will help in T2D development, please let me know.
The big features so far:
- Full featured editor.
- One click debugging.
- Similar in functionality to MS VisualStudio.
- Supports "enhanced" debugger features, but is still fully backward compatible with the old TelnetDebugger.
- Soon to be on OSX and maybe Linux (looking for a partner for that venture).
Gotta work on the feature list... there is a ton i'm missing there.
07/17/2005 (1:21 pm)
Thanks Melv.If anyone has any specific needs, especially anything that will help in T2D development, please let me know.
The big features so far:
- Full featured editor.
- One click debugging.
- Similar in functionality to MS VisualStudio.
- Supports "enhanced" debugger features, but is still fully backward compatible with the old TelnetDebugger.
- Soon to be on OSX and maybe Linux (looking for a partner for that venture).
Gotta work on the feature list... there is a ton i'm missing there.
#4
07/17/2005 (7:06 pm)
I look foward to this & wish you luck looking for someone to port it to linux. :-)
#5
07/17/2005 (7:08 pm)
Thanks. The port job shouldn't be too massive a task. We're already using wxWindows which should get us 95% there. It's just those final bits, packaging an installer, etc. We want OSX supported more than Linux, but want someone who can tackel both. This person would share in the revenue stream for his efforts.
#6
Jugglemaster works in OSX, Linux, Windows, Solaris, and probably others, but I've not messed with wx on anything but those, recently. Unfortuantely, it's also my first wx project, and my first C++ project, so there's a lot of silly mistakes in there; I promise I'm a lot better at both nowadays, but I can't show you most of my most recent work [beyond the odd image], since I do it for my real job.
Gary (-;
07/17/2005 (7:34 pm)
Depending on what's already there, I'm intersted in helping. wx is my widget set of choice, and I use it quite a lot. Honestly, working on Windows is a problem for me, but OSX and Linux are what I use for most of my stuff [the other stuff being mostly six other flavors of *nix].Jugglemaster works in OSX, Linux, Windows, Solaris, and probably others, but I've not messed with wx on anything but those, recently. Unfortuantely, it's also my first wx project, and my first C++ project, so there's a lot of silly mistakes in there; I promise I'm a lot better at both nowadays, but I can't show you most of my most recent work [beyond the odd image], since I do it for my real job.
Gary (-;
#7
I'm more concerned about making sure the feel is appropriate for those platforms. Especially OSX where i'm sure it would be of benefit to the product to be very Mac-ish. But i don't know all that would be involved with that. So it's up to the port guy to tell me what is the right thing to do there.
Also i'm not sure what to do for software protection on those platforms... if anything.
07/17/2005 (8:07 pm)
@Gary - Cool. Your on the list of candidates. We want to start the porting process early... like within the next couple of weeks. The code only has a few spots where i use Win32 API calls directly. I imagine that that part will be easy.I'm more concerned about making sure the feel is appropriate for those platforms. Especially OSX where i'm sure it would be of benefit to the product to be very Mac-ish. But i don't know all that would be involved with that. So it's up to the port guy to tell me what is the right thing to do there.
Also i'm not sure what to do for software protection on those platforms... if anything.
#8
07/18/2005 (8:20 am)
Thats awesome Tom
#9
07/18/2005 (8:38 am)
@Matthew - Thanks! We hope it will be good enough for you to use in your Torque 101 sessions. Once we release it talk to me about giving away some free copies as a door prize in your sessions. =)
#10
Will be great to have a killer TS IDE =0 You'r my hero... *awkward silence*
07/18/2005 (8:43 am)
Awesome, much appreciated. Was just starting to plan more of an official session of it and require people to buy the engine to come, so that would be great! (We've pretty much converted a group of Unreal Moders to using only Torque lol).Will be great to have a killer TS IDE =0 You'r my hero... *awkward silence*
#11
07/18/2005 (8:49 am)
@Matthew - Unreal Mod'ers are really a perfect target audience for Torque engine adoption. Unreal is still unmatched in the tools department (how many Doom3 licensees have you heard of... two or three?), but Torque is really catching up quick.
#12
With a great IDE for TScript it really rounds Torque off. I've always used notepad (and a little JEdit) so you've got a fan here for sure lol.
07/18/2005 (8:54 am)
@Tom: Yeah, your right they are. The first thing that blows the Unreal Moders away is the real-time editing, the time saved in that alone makes the engine worth it. Then as much greif as people give the Torque Pipeline, after having a class with the students figuring out how to bring art into Unreal (not even characters yet), Torque was more than simple lol. When everyone else finally got a cube in Unreal I had a character in Torque.With a great IDE for TScript it really rounds Torque off. I've always used notepad (and a little JEdit) so you've got a fan here for sure lol.
#13
On my long list of research tasks is "real-time" editing of TorqueScript while the game is actively being debugged. THAT would really blow the doors off everyone. Need to talk to Ritter a bit about what he's does in MoM.
07/18/2005 (8:57 am)
@Matthew - We did some heaving Unreal mod'ing before pushing hard into Torque ourselves.On my long list of research tasks is "real-time" editing of TorqueScript while the game is actively being debugged. THAT would really blow the doors off everyone. Need to talk to Ritter a bit about what he's does in MoM.
#14
Yeah, "real-time" editing while actively being debugged would be amazing, lol. Think you would convert a whole lot of people to TS with that :)
Yeah, would be interesting to know what Josh does. Though he uses a hefty ammount of Python.
07/18/2005 (9:02 am)
@Tom: So you definately would know the Unreal Pipeline vs the Torque Pipeline better than me lol. I found it easier to find resources on the Torque Pipeline vs the Unreal Pipeline.Yeah, "real-time" editing while actively being debugged would be amazing, lol. Think you would convert a whole lot of people to TS with that :)
Yeah, would be interesting to know what Josh does. Though he uses a hefty ammount of Python.
#15
Even though JoshR (too many Joshes) uses Python i think his techniques might still apply.
07/18/2005 (9:07 am)
@Matthew - I found the [[http://wiki.beyondunreal.com/ UnrealWiki]] as the best source of Unreal development information. You can find some of my contributions on there.Even though JoshR (too many Joshes) uses Python i think his techniques might still apply.
#16
Yeah too many Joshes (so who do we eliminate first ? lol :) Hmm, true, seems his debuging methods work well enough (his game being the proof). Would be interesting to know what he does.
07/18/2005 (9:11 am)
@Tom: Very cool... only thing I didn't like about some of the unrealWiki is some of the aged postings. Of course I probably should've been looking at that aspect lol.Yeah too many Joshes (so who do we eliminate first ? lol :) Hmm, true, seems his debuging methods work well enough (his game being the proof). Would be interesting to know what he does.
Associate Melv May
You teaser. ;)
Looks really good, very impressive.
- Melv.