Game Development Community

TorqueScript IDE, which one are you using?

by CliffyC · in Torque Game Builder · 07/28/2007 (9:13 pm) · 21 replies

I am using the lastest version of Torquedev(Codeweaver). It works fine with TGB1.5.1. But as its author said, "This is the final release of the program. Future versions will only include bugfixes. No new features will be added to this IDE." Since TGB is improving significantly, should I switch to Torsion in long-term? I have tried Torsion demo. It is another good IDE. But I am too stupid to conclude the comparision of these two. /_\
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#1
07/28/2007 (9:38 pm)
Torsion IDE.

used the NetMercs editor, but when i started using Torsion, i just coulndt go back to the other one.
#2
07/29/2007 (8:01 pm)
I don't use one..because I want to use a preprocessor for my scripts and so far no IDE supports that (I like my macros #defines and #ifdefs too much to give them up). So I use Dev-Cpp with GCC as a preprocessor. I tried them all, and while CodeWeaver is pretty sweet I'd probably have to choose Torsion.
#3
07/29/2007 (8:27 pm)
I use Torsion.
#4
07/29/2007 (8:56 pm)
Netmerc Codeweaver. It has a great advantage over torsion : it's free ^^
#5
07/29/2007 (9:04 pm)
I use Codeweaver... it's a great editor and has pretty much the same features as Torsion.
#6
07/29/2007 (9:58 pm)
Codeweaver is my choice. It's more comfortable for me than Torsion and I need in UTF-8 code page support.
#7
07/29/2007 (11:08 pm)
I'm using PSPad with a self-made highlighter. Free too.
#8
07/30/2007 (12:32 am)
I'm using Torsion. Not completely happy with it, but since 1.5 came out I'm using it again. My hope is that somewhere in the near future Torsion will have some simple features regarding auto-complete that would speed up development considerably, but for some reason don't exist.
#9
07/30/2007 (4:32 am)
Torsion here as well.

Have tried codeweaver and torsion long ago and decided for one way and torsion definitely felt more like the right one that I would like to go and still does after a retest when I evaluated the option before buying torsion.
#10
07/30/2007 (9:20 am)
Torsion :)
#11
07/31/2007 (6:02 am)
Codeweaver. I'm new to programming and it's simple to use and free so I like it.
#12
07/31/2007 (7:00 am)
Torsion

Back when Torsion was in alpha, I tried both and Torsion was better overall. Codeweaver looked nicer, but it didn't have as much functionality

Torsion is a really solid product, dirt cheap, and the feature list is ever growing. Most of the things that people have been recommending for it are big features that are most likely going to break things that a lot of users are expecting to be one way, which I think is the big reason Spillman is saving them for Torsion 2.0, while the Torsion updates released are a lot of bug fixes and compatibility issues
#13
07/31/2007 (7:25 pm)
For me, the desicion of using torsion over Codeweaver was mostly because the latter its too resource consummin... its pretty good, but every instance of the program its a resource hog that i cant take, since my dev machine its kinda low in specs... and torsion its pretty much lightweight... and its gettin even better over time, so thats why.
#15
08/05/2007 (12:32 pm)
Sort of late to the thread... but i am here...

@Joe Rossi - The reason none of the editors support #macros for TorqueScript is that its a compiler feature and not an editor feature. If macro support was added to the TorqueScript compiler i'd add support for them in Torsion ASAP.
#16
08/05/2007 (7:30 pm)
@Tom,
No worries. It's nothing I have against any of the IDE's. Dev-Cpp doesn't support macros either, GCC does :) I manually run a batchfile over my scripts using the Tools feature, which lets you call an external batchfile/exe and pass for example the script filename as a command line argument. So I can use macros all I want. I am slowly changing my code to lower my dependency on them, but I think replacing text with #define is more efficient than for instance making a bunch of global variables.
#17
08/05/2007 (11:23 pm)
@Joe - If you have the time adding macro support to the TorqueScript parser shouldn't be very difficult. Then throw it up as a resource and drop an email to the GG team. If it is a good improvement and written well they're usually happy to add it back into the core.

While we're at it... what specific uses do you have for macros? Maybe there is a better way to achieve what you want. For instance... often people want macros for doing #ifdef DEBUG sort of things for dumping out conditional console spew or doing asserts. For those sorts of things i'd rather see a parser level support for specialized functions like an assert() which is ignored in release.
#18
08/06/2007 (12:14 am)
@Tom,
I use #ifdefs, and a ton of #defines for (amongst other things) my object event system, to assign numbers to readable event names like OBJECT_WILL_TAKE_DAMAGE, OBJECT_COMES_INTO_PLAY etc. It makes my code much easier to understand. Unfortunately I'm not knowledgeable enough of the TorqueScript innards where I can add macros, so instead I use the GCC preprocessor.
#19
08/06/2007 (7:17 am)
@Joe - Seems like your using #defines for constants... support for constants in TorqueScript could possibly be like...

const DAMAGE_AMOUNT = 10;
const PLAYER_DEFAULT_NAME = "Visitor";

... worth implementing IMO. Any takers? :)
#20
08/09/2007 (9:55 am)
Yeah, probably should be using constants for that type of stuff.
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