TGEA Integration
by Gareth Hewes · in Torque Game Engine · 01/27/2007 (11:54 am) · 2 replies
I was just wondering, looking at the TGEA (formerly TSE) documentation, and it makes sense to me (the whole getting the DX-SDK and all), but one thing concerned me.
I am not (by any stretch of the word) a programmer, and I have yet to even compile the source code for Torque (every time, and I mean EVERY TIME, I try to compile anything, not just Torque but just simple console-based apps, it screws up somehow), so I was praising all the heavens that the install came with a precompiled version.
My main desire is for the functionality of the 1) better water, 2) normal mapping, and 3) the better shadow/reflection visuals. I don't have the first clue about how the engine functions, but I am waiting for the book to arrive, so I can at least have some inkling.
But looking at the documentation for TGEA, it looks like, before I get the functionality of it, I have to compile it myself. Now, this sends shivers down my spine. You see, I really want the better graphics, and I am willing to go through tutorials about materials and such, but getting it to work may present a problem for me. Am I wrong? Does it install nicely on top of TGE 1.5 like that did for 1.4.2? I can only hope, or alternately, I can only hope that once I've bought it, someone at GG would make it available for me to get a precompiled version. Either way would be excellent. In any case, I'm going to buy it (if for nothing else than the early adopter price), but I'd love to be able to play around with it as well.
I am not (by any stretch of the word) a programmer, and I have yet to even compile the source code for Torque (every time, and I mean EVERY TIME, I try to compile anything, not just Torque but just simple console-based apps, it screws up somehow), so I was praising all the heavens that the install came with a precompiled version.
My main desire is for the functionality of the 1) better water, 2) normal mapping, and 3) the better shadow/reflection visuals. I don't have the first clue about how the engine functions, but I am waiting for the book to arrive, so I can at least have some inkling.
But looking at the documentation for TGEA, it looks like, before I get the functionality of it, I have to compile it myself. Now, this sends shivers down my spine. You see, I really want the better graphics, and I am willing to go through tutorials about materials and such, but getting it to work may present a problem for me. Am I wrong? Does it install nicely on top of TGE 1.5 like that did for 1.4.2? I can only hope, or alternately, I can only hope that once I've bought it, someone at GG would make it available for me to get a precompiled version. Either way would be excellent. In any case, I'm going to buy it (if for nothing else than the early adopter price), but I'd love to be able to play around with it as well.
#2
Don't mind me, I have to go spend some cash! (Wink-wink)
And I'll keep in mind about the DX 10-06 version. Thanks!
01/27/2007 (1:13 pm)
Whoo hoo! Sweet!Don't mind me, I have to go spend some cash! (Wink-wink)
And I'll keep in mind about the DX 10-06 version. Thanks!
Torque Owner Stefan Lundmark
If for some reason it does not (I do not have MS 4.2) I will compile one for you if you send me an email. But I am pretty sure a precompiled one comes with the distribution.
Oh and if you do decide on compiling it yourself, make sure to get the October 2006 SDK of DirectX and not the latest.