Bundling: how much of common is necessary?
by Mark S. · in Torque Game Builder · 07/04/2006 (3:01 pm) · 1 replies
I have been looking at creating a bundled execuable of a very simple game. It is very basic -- it does not use any GUI controls, or any client/server networking. However, when using "Build Project" the build directory seems to copy over the entire common directory. The documentation for the common directory lists all the files that will be included, but does not describe what or how to prune anything...
How can I determine what files I need and what I don't need? Editing out parts of common.cs in the common directory seems to crash the TGB itself - presumably because the editor needs much of the extra functionality that I don't.
Also, is there a way to embed "main.cs" so it is not in the main release directory? This would seem to be a violation of the "release no script" clause of the TGB license, even though the Builder seems to copy it over.
How can I determine what files I need and what I don't need? Editing out parts of common.cs in the common directory seems to crash the TGB itself - presumably because the editor needs much of the extra functionality that I don't.
Also, is there a way to embed "main.cs" so it is not in the main release directory? This would seem to be a violation of the "release no script" clause of the TGB license, even though the Builder seems to copy it over.
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Torque Owner Philip Mansfield
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I don't tend to use the level builder, so I prune quite hard. If you need the editors, then you will probably need to leave more behind. But there's no reason why you can't chop them out later once your done with the editors.
As to main.cs, you can include it in the executable, but it requires an engine recompile. I've seen a resource on it around the site somewhere, so a search should turn it up.
Leaving that file doesn't break the EULA as it doesn't contain any TGB specific code in it. It's basically just a bootstrap that gets your game up and running.