Game Development Community

Compiling vs binaries for TGEA

by Laurence Grant · in Torque Game Engine Advanced · 12/12/2006 (12:28 pm) · 3 replies

Hey all, I just purchased TGEA Indie and downloaded the zip. I thought there would be a setup to run, but it looks like it might be all source? Are there not binaries available yet? Also, if this is source, did I need to download it at all since the readme tells me to pull it from CVS, or is what I downloaded in the zip something over and above what is on CVS?

Also, what about the tools, in TBEA, do I still create my levels and import my graphics through the GUI tools, and do I still code in Torque Script? In other words, is it like TGE from a development perspective, or is it something entirely new to learn?

L

#1
12/12/2006 (12:37 pm)
Never mind, found in the getting started section
#2
12/12/2006 (4:08 pm)
Here are the notes I followed, and everything seems to be working properly. In case you have problems with the getting stated stuff.

Note about using Visual Studio 8 (2005) Express Edition - as at 1/5/06


To compile TSE using MS Visual Studio 2005 Express you will need to install the Windows platform SDK - follow the link from within Visual Studio's "Start Page" for "Install PSDK"

-Update----------------------------------- For us noobs to programming :) To install the Platform SDK in -->Tools-->Options-->VC++ Directories. In the Dropdown "Show Directories for:"

the "Executable Files" section needs both the listings: (preferably at the top in this order)

C:\DXsdk\Utilities\Bin\x86 (change to your install location)
C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Bin (default install location)
the "Include Files" dropdown selection needs:

C:\DXsdk\Include (change to your install location)
C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include (default install location)
the "Library Files" dropdown selection needs:

C:\DXsdk\Lib\x86 (change to your install location)
C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Lib (default install location)
This shows that both the Direct X AND the platform SDK are installed and linked within the compiler. ______________________________________


With the platform SDK and the DirectX SDK installed, you need to load up the "TSE SDK.sln" file found in the vc8 directory.

-Update- I found these 2 files (below) alread listed---------------------------------------- Once loaded, you will need to change the setting for the "Torque Shader Engine" project (Right-hand click on it and select properties). Then navigate to Linker > Input > Additional Dependencies and add the following two libraries:

oleaut32.lib
ole32.lib
Also I found I needed to manually add the directories where the ljpeg.lib files were being created before VS could find them (it should be something like: tse\lib\out.vc7.win32.release)

Doing at least this, will hopefully provide you with a Windows binary.

In addition it is worth manually editing each project in the "Configuration Manager" to be the "release" version when you select release configuration - otherwise it will always output a Debug version.
#3
12/12/2006 (5:19 pm)
The binaries are found in the TGEA/Example directory, that is the output folder for the compiler. When you first get TGEA, it comes pre-compiled for you.

GUI Tools, World Editor, and legacy terrain editor are all included just as they were in TGE, the largest difference is found in its namesake, Shaders. To get the most out of the Shader engine, you'll need to (If you havn't already) learn HLSL, High level sahder language. I suggest starting with a tool like Rendermonkey or fxComposer

It's all still Torquescript

In my experience the core game engine logic is for the most part the same, though all of the graphics related stuff has been renewed, dgl.cpp/.h from TGE have been replaced with gfxDevice.cpp/.h