Compiling?
by Bardur Mikladal · in Torque Game Engine · 05/03/2006 (8:59 am) · 14 replies
EDITing first post... because of error:
Ok... here goes:
I have been using TGE for awhile now.. and done ALOT of researching... i have also tried to implent a resource or two... BUT i always get stuck when i come to the compiling part... i have done a fair share of searching and stuff but i havent yet found any "Good" info about "compiling"...
so heres my question:
(note: i have never compiled yet) lets say i tried to use the new "Water Upgrade" resource found here
and im asked to compile... when i have compiled.. it makes a "demo" right?
meaning its as a new game... so i will not see the changes of the resource in my TGE editor (project) but only my "Demo" game hmm?
please let me know of a good place to read about what compiling does (not how to do it... but that would be great too :)
i kinda need to know WHAT compiling is.. i know that its like compressing my project.. but what about seing my changes IN the TGE editor and stuff... how does it all work?
Regards
Bardur
Ok... here goes:
I have been using TGE for awhile now.. and done ALOT of researching... i have also tried to implent a resource or two... BUT i always get stuck when i come to the compiling part... i have done a fair share of searching and stuff but i havent yet found any "Good" info about "compiling"...
so heres my question:
(note: i have never compiled yet) lets say i tried to use the new "Water Upgrade" resource found here
and im asked to compile... when i have compiled.. it makes a "demo" right?
meaning its as a new game... so i will not see the changes of the resource in my TGE editor (project) but only my "Demo" game hmm?
please let me know of a good place to read about what compiling does (not how to do it... but that would be great too :)
i kinda need to know WHAT compiling is.. i know that its like compressing my project.. but what about seing my changes IN the TGE editor and stuff... how does it all work?
Regards
Bardur
About the author
#2
05/03/2006 (10:06 am)
Apstrophe bugs again?
#3
Regards
05/04/2006 (2:54 am)
I would really like to get some anweres for my questions (if possible) :)Regards
#4
But the short version is: Taking the code in your source files (.cc) and header files (.h) to create a executeable.
In case of torque this means creating the TorqueDemo.exe file (And also some libraries). You will need a compiler in order to so it, I recomend VS2K5Express and follow the steps outlined here
Hope this helps,
05/04/2006 (4:03 am)
Well, compiling does a lot of things, and can be rather complicated to explain (wiki). But the short version is: Taking the code in your source files (.cc) and header files (.h) to create a executeable.
In case of torque this means creating the TorqueDemo.exe file (And also some libraries). You will need a compiler in order to so it, I recomend VS2K5Express and follow the steps outlined here
Hope this helps,
#5
but tell me.. will i be able to see the changes IN the TGE (world) editor?
or only in my "TorqueDemo.exe"?
how does that work?
is there any Torque compiler info avalible? (meaning on how compiling torque works)
regards
Bardur
05/04/2006 (4:59 am)
Well that helped... but tell me.. will i be able to see the changes IN the TGE (world) editor?
or only in my "TorqueDemo.exe"?
how does that work?
is there any Torque compiler info avalible? (meaning on how compiling torque works)
regards
Bardur
#6
Generally people use a compiler with/in an IDE, which is an environment that gives you lots of handy tools as well as the compiler. Micrsoft's Visual C++ is the one most used with Torque. You can use the 2003 edition or the latest version that Martin mentions above.
There are a few things you need to set in your IDE before the programs will compile properly. If you follow the instructions in the TGE/TSE getting started docs or the ones dotted about the forums, you will have a good guide.
But you need to buy or download an IDE or compiler and get familiar with it to compile Torque.
Dave.
05/04/2006 (5:00 am)
Bardur, you write computer programs in a human readable language (well, most often). In the case of TSE the language is C++. The processor in your computer can't understand that human readable language so you need to convert it into something the computer will understand. That's basically what a compiler does.Generally people use a compiler with/in an IDE, which is an environment that gives you lots of handy tools as well as the compiler. Micrsoft's Visual C++ is the one most used with Torque. You can use the 2003 edition or the latest version that Martin mentions above.
There are a few things you need to set in your IDE before the programs will compile properly. If you follow the instructions in the TGE/TSE getting started docs or the ones dotted about the forums, you will have a good guide.
But you need to buy or download an IDE or compiler and get familiar with it to compile Torque.
Dave.
#7
When you compile Torque you rebuild your demo.exe, that's what the compiling process does. The new features you put into torque will be included in the exe and will be in your game world when you run the exe. So if, for example, you added some new water effect, the effect would be available to you in your demo next time you run it.
By the way, you must have the source code (the C++ files I mentioned before) to recompile the engine. If you only have the demo and have not paid for the license, you will not have the source code. Therefore you cannot recompile the engine or add new features (unless they are only in script files)
05/04/2006 (5:05 am)
Bardur, your previous reply came while I was writing mine.When you compile Torque you rebuild your demo.exe, that's what the compiling process does. The new features you put into torque will be included in the exe and will be in your game world when you run the exe. So if, for example, you added some new water effect, the effect would be available to you in your demo next time you run it.
#8
05/04/2006 (5:09 am)
The TGE editors are build into the TorqueDemo.exe so if you change the way things look in the demo you also change how it looks in the editor.
#9
and in my case the "lightingkit.exe" right? (thats my exe that i start my current project from)
OK!.. now i get it
Btw: just bought the book: The Game Programmer's Guide to Torque" in hope of learning more of the TGE scripting...
THANKS Alot!
im gonna try compiling soon.. :)
PS: tell me.. what compiler is the most preffered? "VS 2005 express" or "VS 2005 pro" (i do have access to VS 2005 pro...)
Regards
Bardur
05/04/2006 (5:10 am)
Ahhh OK... so it basicly "includes" the needed files into my exe?and in my case the "lightingkit.exe" right? (thats my exe that i start my current project from)
OK!.. now i get it
Btw: just bought the book: The Game Programmer's Guide to Torque" in hope of learning more of the TGE scripting...
THANKS Alot!
im gonna try compiling soon.. :)
PS: tell me.. what compiler is the most preffered? "VS 2005 express" or "VS 2005 pro" (i do have access to VS 2005 pro...)
Regards
Bardur
#10
05/04/2006 (5:22 am)
Since Pro has a lot more features, I would of cause pick that (Also because it enables packages). But If you are new to compilers and development tools, it might be a better idea to start our to use express and upgrade to pro when the need comes.
#11
Thanks for all your help.. ill proppaly post back later.
Regards
Bardur
05/04/2006 (5:28 am)
EDIT: i guess instead of using PRO ill just stick with "express" it seems that its becoming more and more "THE compiler"..Thanks for all your help.. ill proppaly post back later.
Regards
Bardur
#13
05/05/2006 (7:28 am)
Yes, as was pointed out by Martin Hansen.
#14
thanks for all of your help...
Regards
Bardur
05/05/2006 (7:29 am)
I just compiled for the first time... i implanted the DLR 2 resource... and it works GREAT!.. thanks for all of your help...
Regards
Bardur
Torque Owner Badguy