Code Snippets and Source Code
by Ryan Brim · in Torque Game Builder · 09/28/2006 (5:07 pm) · 4 replies
Hello, I downloaded the TGB trial a couple weeks ago and I'm really impressed with it. It fits want I want to do very well. I am definatly planning on purchasing a license here soon, but I just have a couple questions first to decide if I want to get just the binary or get the source too.
1) If someone could shed some light on what kind of code snippets are available for TGB that would be great. I assume that they are probably very specific/optional code that doesn't really belong in the TGB out of the box, but I just want to make sure there isn't some standard code snippets people add in regularly. Just some Highlights if any you could mention.
2) I understand its always good to get the source code when possible and its usually very dependent on what kind of project you work on but I just want to ask you guys (GG and TGB developers) how often you guys turn to source code when developing? Just personal opinion and maybe a general gauge of the community if possible.
3) Also if you have found any limitations in just using TorqueScript/Level Builder that would benifit from source code.
I know $250 for License and Source is a good deal but due to lack of funds it makes my choice of license to purchase a lot harder than it should be. There is always the option of upgrading later but if I could save $50 and make the decision now so much the better. Any insight is welcome and might even spur me to purchase sooner rather than later.
-Thanks alot
Ryan Brim
1) If someone could shed some light on what kind of code snippets are available for TGB that would be great. I assume that they are probably very specific/optional code that doesn't really belong in the TGB out of the box, but I just want to make sure there isn't some standard code snippets people add in regularly. Just some Highlights if any you could mention.
2) I understand its always good to get the source code when possible and its usually very dependent on what kind of project you work on but I just want to ask you guys (GG and TGB developers) how often you guys turn to source code when developing? Just personal opinion and maybe a general gauge of the community if possible.
3) Also if you have found any limitations in just using TorqueScript/Level Builder that would benifit from source code.
I know $250 for License and Source is a good deal but due to lack of funds it makes my choice of license to purchase a lot harder than it should be. There is always the option of upgrading later but if I could save $50 and make the decision now so much the better. Any insight is welcome and might even spur me to purchase sooner rather than later.
-Thanks alot
Ryan Brim
#2
1) Networking that requires continuous realtime streaming of object updates. TGB has event based (also called "turn based" which is possibly misleading) networking built in, which is quite powerful, but does not have continuous update streaming capability built in.
2) Custom physics. While TGB's physics engine is rather agnostic (can be used for many things), and quite powerful when used within it's design specifications, it's not going to accomplish every possible physics response under the sun. If you have a game that requires physics capability that wasn't designed into the binary version, you'll want to have a source code version so you can modify the physics to your needs.
09/29/2006 (12:04 am)
The two major areas where you would want a source code version of the engine are:1) Networking that requires continuous realtime streaming of object updates. TGB has event based (also called "turn based" which is possibly misleading) networking built in, which is quite powerful, but does not have continuous update streaming capability built in.
2) Custom physics. While TGB's physics engine is rather agnostic (can be used for many things), and quite powerful when used within it's design specifications, it's not going to accomplish every possible physics response under the sun. If you have a game that requires physics capability that wasn't designed into the binary version, you'll want to have a source code version so you can modify the physics to your needs.
#3
09/30/2006 (6:42 pm)
Thanks for the Replies Alex and Stephen. Your insight was a great help.
#4
When can we enjoy a great networking in TGB?
02/11/2009 (12:41 am)
I am sure that Garagegames could implement networking to TGB with little effort. :) Is it not in your minds?When can we enjoy a great networking in TGB?
Torque Owner Alex Rice
Default Studio Name
1 ) There a lot Torquescript source available as "resources" on this site, in TDN (online docs) and as demo games within the TGB distribution. I don't think there are really any standard add ins. It all depends on the developer and project.
2) Personally, I never want or need to delve into the C++ source. There is one resource that I do compile in however, it's t2dTextObject. Basically a font object that acts as a TGB sprite. I read somewhere it's slated to be added into a future binary release. So then I will be back to not modifying the C++ source. I must say it's useful to own the Pro license with source because if you ever want to know what happening under the hood, you can read source. It's not a black box. And that is totally awesome.
3) Not really. But it depends on the developer. I try to not get mired down in C++ source and to this end TGB and it's level builder really fits my needs. I am sure one could write and publish a game with just the Binary release of TGB.