Script file formats
by Danny Csaky · in Torque Game Engine · 11/20/2005 (10:38 pm) · 2 replies
Hi,
I've been wondering what the different file formats are, i know that cs is torque script, but what about cc or h is that C++? I also want to know this because with j-edit i can change the type of highlighting formats, so should i make cc and h read as c++?
Also , i've seen .dso files created when i've changed script files, what is dso? and why is it created?
I've been wondering what the different file formats are, i know that cs is torque script, but what about cc or h is that C++? I also want to know this because with j-edit i can change the type of highlighting formats, so should i make cc and h read as c++?
Also , i've seen .dso files created when i've changed script files, what is dso? and why is it created?
About the author
#2
.dso files are byte-code compiled versions of your .cs script files. Do not confuse this with the build process of the engine itself--byte-code compilation is done automatically for you when you run your executable, and does not require a manual step (other than detecting and fixing any errors in your scripts).
11/21/2005 (5:35 am)
Slight clarification on Jeff's post:.dso files are byte-code compiled versions of your .cs script files. Do not confuse this with the build process of the engine itself--byte-code compilation is done automatically for you when you run your executable, and does not require a manual step (other than detecting and fixing any errors in your scripts).
Torque Owner Jeffrey Bakker
.h, .hh, .hpp, .hxx, .cc, .cpp, .cxx, .c++
Quite often .h files will contain definitions in 'C' code.
In Torque, I believe .dso files are "compiled" versions of their corresponding torquescript (.cs) files. These files are automatically created/changed when the game is run after adding/changing .cs files.