Game Development Community

Stripping down Torque

by Rodney (OldRod) Burns · in Torque Game Engine · 03/05/2002 (12:16 pm) · 5 replies

Ok, my planning document is all done finally, and I'm ready to start building the game. First thing I want to do is get the Torgue code down to a manageable starting place. There is tons of stuff in the release that I don't need (mission-oriented stuff, vehicle code, etc.)

I'm attempting to strip it all down to where I have the Landscape engine, the Landscape editor, the GUI editor, network code, and the ability to load/move a character around. Once I get to that point, I can start to build my game from there.

Problem is I can't get it to that point. I've tried starting with the full Torque download and removing stuff I know I don't need, but I usually end up removing something that breaks the ability to load a level, or breaks some other part I wanted to keep. So I started from a blank project and started adding things I knew I needed, but there must be stuff in other files that I need because I can't make it work.

Has anyone stripped down the code to this level before? How is the best way to go about it? Or is it even possible?

#1
03/05/2002 (2:17 pm)
Why? for size?

The exe is small, everythijng else is script and art assets?
#2
03/05/2002 (2:26 pm)
Are you trying to reduce the C++ or the scripting? Or both?

I'm beginning a project and looking to reduce the scripts down to the minimum necessary. I have no intention of doing that to the C++ code, though. That seems a bit iffy.

-David
#3
03/05/2002 (2:32 pm)
Well, I'm just looking to remove the clutter, so I can focus on the things that I need.

I don't need all the mission-oriented stuff in my project. That's in the C++ isn't it? And vehicle code - is that in scripts or C++?
#4
03/06/2002 (11:06 am)
Yeah I have wanted to strip down the engine too, but it is very difficult to do so. I don't need the vehicles or the fps shapes, so I've thought about removing them. What really annoy's me is the shapeBase though. The name suggest a base shape but it is more like a base shape for an fps (because it contains ammo, weapon, casing, etc...). So you could create your own, but most of the stuff to remove is in the scripts, and you can modify all of it in the fps folder.
#5
03/07/2002 (9:21 pm)
Around December I was stripping Torque down quite a bit, attempting to bring the size down to a minimum and leave nothing more than the scripting and gui engines. The network code killed my ambition though :)

If you are hoping to minimize size, changing the MSVS compile options to build for smaller app rather than the default optimized speed can make a nice difference. The audio and vehicle code was pretty simple to get rid of, and ditching TS made a hefty difference in the app size. Just try taking it bit by bit from the outside and work your way in (: GL