Source Or Binary???
by Michael Hense · in Torque Game Engine · 05/29/2002 (8:38 am) · 8 replies
Does the Torque engine (libs) come precompiled, or do I have to go through the compile and build process before I can start working on my game?
Thanks
--Mike
Thanks
--Mike
#2
If you require changes that are not possible via the scripts (hard code changes), then you would need to purchase a TGE license; this will get you the FULL source code.
GG/JT chime in if I have mis spoken
-Ron
05/29/2002 (9:06 am)
Non TGE license members can Download a compiled version of the engine, which allows for MODing. That is creating your game with script changes only. If you require changes that are not possible via the scripts (hard code changes), then you would need to purchase a TGE license; this will get you the FULL source code.
GG/JT chime in if I have mis spoken
-Ron
#3
We want to sell Torque. Simply modding the demo is not our goal. If you want to sell your game, you will need to buy Torque licenses. It is a much more complete process and you will learn much more by compiling the Torque source code.
Jeff Tunnell GG
05/29/2002 (9:17 am)
Ron,We want to sell Torque. Simply modding the demo is not our goal. If you want to sell your game, you will need to buy Torque licenses. It is a much more complete process and you will learn much more by compiling the Torque source code.
Jeff Tunnell GG
#4
I agree that buying a TGE license is the way to go and is much much more benefical than using the demo.
I was just providing a (possible) alternative solution for those who want to get familar with TGE (scripting) but can not afford the very low price ($100) for a TGE license.
-Ron
05/29/2002 (9:55 am)
Jeff,I agree that buying a TGE license is the way to go and is much much more benefical than using the demo.
I was just providing a (possible) alternative solution for those who want to get familar with TGE (scripting) but can not afford the very low price ($100) for a TGE license.
-Ron
#5
If I decide to go with the GG development/marketing layout, I will have no problem with the upfront fee for the entire sdk... besides it being a true bargain at the price, I wouldn't want to do anything to circumvent or bypass the intent of the GG program.
I was just curious (after spending a week trying to compile such things as PLIB, Allegro, Crystal Space, on both the PC and Mac) as to what was necessary to get the environment up and running.
What about on the Macintosh... will the dev tools that come with OSX (10.1) be sufficient (Project Builder and its compiler)?
While I managed to get the Win32 versions of all the other 3D engines compiled successfully, the Macintosh versions gave me big problems.
--Mike
05/29/2002 (10:07 am)
Thanks for the info...If I decide to go with the GG development/marketing layout, I will have no problem with the upfront fee for the entire sdk... besides it being a true bargain at the price, I wouldn't want to do anything to circumvent or bypass the intent of the GG program.
I was just curious (after spending a week trying to compile such things as PLIB, Allegro, Crystal Space, on both the PC and Mac) as to what was necessary to get the environment up and running.
What about on the Macintosh... will the dev tools that come with OSX (10.1) be sufficient (Project Builder and its compiler)?
While I managed to get the Win32 versions of all the other 3D engines compiled successfully, the Macintosh versions gave me big problems.
--Mike
#6
-J
05/29/2002 (10:11 am)
As a note, it currently isn't possible to release a precompiled binary of the Torque game engine(library)... you must have the source if you are working with the engine in specific..-J
#7
If you have VC++ and follow the instructions that come with the source explicitly, after install time for VC++ and it's patches and the download time for the source, I'd say you could have the source compiled and running in 10 minutes plus however long it takes to compile and link. It really is a piece of cake to build the Win32 if you follow the docs closely...
Can't speak for Mac or Linux myself... anyone?
05/29/2002 (1:48 pm)
Michael:If you have VC++ and follow the instructions that come with the source explicitly, after install time for VC++ and it's patches and the download time for the source, I'd say you could have the source compiled and running in 10 minutes plus however long it takes to compile and link. It really is a piece of cake to build the Win32 if you follow the docs closely...
Can't speak for Mac or Linux myself... anyone?
Torque Owner Mike Stoddart