Game Development Community

Tge Vs Tse

by Donald "Yadot" Harris · in General Discussion · 12/27/2005 (1:43 pm) · 3 replies

I did a search and found a message about this topic but I don't have the actual license so I can't read it. What I really wanted to know was that if you had a code set in TGE and you decided to start using TSE for the new looks and thigs like that would that require a complete overhaul or is it a few tweaks?

Is tse an optional upgrade to TGE what is the relationship between the two products?

#1
12/27/2005 (2:00 pm)
TSE takes the base framework of TGE and provides next-generation shader, terrain, and water technology. As such, there would definitely be refactoring in any project simply to take advantage of the new features. Things will not automagically appear.
#2
12/27/2005 (2:10 pm)
When you say code, I assume you mean a custom C++ class or something like that.

It should port over just fine unless you have custom rendering code(i.e. a custom GUI). In that case, you'd have to convert your rendering to use GFX, which is usualy pretty simple to do.

Scripts and whatnot should also port over fairly easy.
#3
12/30/2005 (7:38 am)
Also, from what I understand

TSE will also be upgraded to the TGE 1.4 codebase setup. (1.4 changed a few things, including some directory trees) so that all bug fixes that apply to all Torque codebases are updated, new features are updated, and to maintain an easy upgrade path for TGE users, and to keep the 2 engines relatively in sync as far as core behavior goes (graphics aside)

This is happening with Torque 2D as well.