Using .dlls with Torque
by Gary Roberson · in General Discussion · 05/07/2006 (12:39 pm) · 4 replies
I've only been using Torque for the past week now. My main question is Can .dlls be used with Torque, and if so how? (They would seem easier to work with than trying to mod the Torque engine)
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#2
But it's possible, like with any source.. like Martin said.
05/07/2006 (1:45 pm)
I don't see how that could be easier than modding the engine directly, I really don't.But it's possible, like with any source.. like Martin said.
#3
Ok Martin and Stefan,
Seems like I can't win for trying (anything you say can be used against you ** in a court of law ** HA!
For an explanation of my comment, say like I working on an RPG library of instructions. It seems to me a programmer can code his instuctions in someting like Dev-C++, Visual C++ or Borland C++, debug his code in those environments, get it to working the way he likes and then turn that code into a dll, and finally link it into the Torque environment. He has only his code to worry about.
Modding the Torque engine, not only do you have to worry about what the fellows at Garage Games have done, but then you have to worry about the changes you're making to the engine. In a way of looking at the engine, it already works, so why mess with it.
05/10/2006 (4:42 pm)
OK, basically my question is how would one link a .dll file into the source of a Torque script?Ok Martin and Stefan,
Seems like I can't win for trying (anything you say can be used against you ** in a court of law ** HA!
For an explanation of my comment, say like I working on an RPG library of instructions. It seems to me a programmer can code his instuctions in someting like Dev-C++, Visual C++ or Borland C++, debug his code in those environments, get it to working the way he likes and then turn that code into a dll, and finally link it into the Torque environment. He has only his code to worry about.
Modding the Torque engine, not only do you have to worry about what the fellows at Garage Games have done, but then you have to worry about the changes you're making to the engine. In a way of looking at the engine, it already works, so why mess with it.
#4
Again, what is it you're asking ?
You could have the same problem with engines provided in binary form + headers if you update revisions while developing, or any other software.
If you want to add engine like functionality through dlls, be it codecs, or middleware functionality, you can do it, you have the source.
If you want your gameplay code to be in dlls, there is no reason to do so over just doing it the TGE way : mostly scripts, and if you add or build on existing functionality in C++, you build it into the monolithic exe...
Again, I'm really not sure what it is you're asking : you're a licensed owner of the SDK, you hence have the source code and project files, you're a skilled coder according to your profile, so what are you asking ?
05/10/2006 (5:02 pm)
You link it like any other dll in your build process : TGE links against a few dlls already. Again, what is it you're asking ?
You could have the same problem with engines provided in binary form + headers if you update revisions while developing, or any other software.
If you want to add engine like functionality through dlls, be it codecs, or middleware functionality, you can do it, you have the source.
If you want your gameplay code to be in dlls, there is no reason to do so over just doing it the TGE way : mostly scripts, and if you add or build on existing functionality in C++, you build it into the monolithic exe...
Again, I'm really not sure what it is you're asking : you're a licensed owner of the SDK, you hence have the source code and project files, you're a skilled coder according to your profile, so what are you asking ?
Torque Owner Martin de Richelieu