Game Development Community

TorqueDev Updates

by Sam Bacsa · in Torque Game Engine Advanced · 08/01/2005 (5:49 pm) · 6 replies

torque.netmercs.net/td_ss_s.jpg
For those who've been using TorqueDev (and even for those who have not), I just wanted to let everyone know that major problems in the debugger have all been worked out to the best of my knowledge.

Brandon from smdLabs has been generous enough to donate some of his time to help me diagnose the errors.

The infamous "Error, no last element of a zero sized array" error that some of you have been e-mailing and posting about has been pinpointed and solved.

Information is available here:
torque.netmercs.net/forum/index.php/topic,13.0.html

I also added a "Feature Tour" section which goes over the major features in a nice Flash video (debugging isn't listed there, but trust me, works quite well... I'll record a video of that when I get a chance):
torque.netmercs.net/feature_tour/index.html

You can get the new installer at torque.netmercs.net/. Thanks to everyone for their bug reports. I hope to be done with the betas and release the stable version to the community soon. It all depends on you, though! Report bugs!

Thanks all,
Sam

#1
08/01/2005 (6:07 pm)
Have you added any support for Torque 2D?
#2
08/01/2005 (6:15 pm)
@Chris:

Refer to this thread on the TD forums where Michael asks the same question.

I included instructions there on how to get support for Torque 2D.
#3
08/01/2005 (6:18 pm)
Hey Sam, Nice videos of the IDE. Good to see someone else getting motivated about video tutorials!

B--
#4
08/01/2005 (6:44 pm)
This is a nice editor.
Autocomplete has been a well requested feature for any Torque IDE's and you have done it well!

The only thing that bothers me about it is that you must declare the varibles to the IDE before the editor autocompletes. But this was a design issue you faced because of the dynamic nature of torquescript's variables as they can be used for any type of object and change in a blink of an eye. I think you found a good solution for that problem even with that minor inconvience. Im pretty sure that it would grow on me tho.

With some time and major thinking a more complex and complete solution could be found that would get rid of the variable decs. This would involve giving the IDE more information about torquescript and some serious parsing and tracing of variables that the programmer is using.
#5
08/01/2005 (8:04 pm)
Quote:
With some time and major thinking a more complex and complete solution could be found that would get rid of the variable decs. This would involve giving the IDE more information about torquescript and some serious parsing and tracing of variables that the programmer is using.

This is actually not even close to being possible.

Here's a scenario of why:

function GiveMeAnObject(%var) {
   if (%var == 1) {
      %ret = new TCPObject();
   } else {
      %ret = new SimObject();
   }

   return %ret;
}

%myobject = GiveMeAnObject(1);
%myotherobject = GiveMeAnObject(2);

// How do we know what %myobject and %myotherobject is??

That is just one of the many scenarios why it would be literally impossible to find out what sort of type a variable is.

Edit -- This becomes an even greater issue, if for example, in passing the parameter to our function we asked for user input first.
#6
08/01/2005 (8:32 pm)
Lol yeah.
In order to do something like that you would have to "be the game engine" which would be way beyond the scope of your IDE.
You made a good point with that example.

Ive been using the editor for a few hours and its great!
Ill be switching from Brain Edit Pro to yours.