Game Development Community

IGC05 - TorqueScript Presentation (Call for questions)

by Edward F. Maurina III · in General Discussion · 10/03/2005 (12:07 pm) · 2 replies

IGC'05 Attendees,

This year, Matt Langley and I will be giving a presentation on TorqueScript. We will ask these questions again (before starting our presentation), but by asking here we hope to get a few responses and ideas in advance.

Question 1: "Is there any facet or behavior of:

1. TorqueScript in general, OR
2. TorqueScript and Engine Interaction/Interfacing, OR
3. Torque (possibly related to scripting),

That you would like to have explained or resolved?"

Question 2: "If you are already an experienced Torque Scripter, are there any topics you had trouble with while learning TorqueScript?"

Matt and I already have a presentation ready to go, but we want to be ready to answer YOUR questions and to ensure YOU get satisfaction from attending our session.

Disclaimer: No question is dumb or silly as long as it is on topic.

Thanks in advance to any responders, and see you at the conference!

www.hallofworlds.com/how.ico Hall Of Worlds - For Gamers
EdM|EGTGE

#1
10/03/2005 (8:15 pm)
Some ideas that crossed my mind.

- I would like to review how to take a C++ object and make it TorqueScript compatible.

- I'd like to see how to work with TorqueScript objects in C++ functions

- Why do some objects have to be prepended with $ or % but others don't (like datablocks). Clarification would be helpful. (See below for example on spaceSceneGraph)

- I think the TorqueScript object creation syntax is confusing and would like clarification on when to use which.

example:

$ship = new fxStaticSprite2D() {...};

-vs-

new fxSceneGraph2D(spaceSceneGraph2D);
#2
10/04/2005 (12:41 am)
Chris,

We'll be prepared to discuss interfacing the engine and Torque Script, and we'll definitely cover the vagaries of named objects vs. variables, and new object creation.

Thanks for responding!