Game Development Community

Do i script or code?

by Tom Spilman · in Torque Game Engine · 08/14/2002 (11:29 pm) · 3 replies

I'm confused as to how the Torque game engine is intended to be used. Not that it means anyone has to use i that way, but just so i'm not working against the flow of things.

What i've set out to do tonight is setup a new Win32 executable project for the basis of my game. What i've run into is quite confusing and makes me wonder if this is the right way to proceed. I suspect that 90% of what i need i can do via scripts alone, but at some point i'll run into the need to add a new component into the engine.

So my questions. Am i going down the right path here? Should i just include all the source/headers like the demo project does, or should i link against the torque lib?

Tom

About the author

Tom is a programmer and co-owner of Sickhead Games, LLC.


#1
08/15/2002 (8:12 am)
What I would do, in its simplest form, is basically anything that goes in the game, stuff you interact with goes in the scripts. Which is the majority of your game. Then anything that takes a little more work put that in the code. Check out the demo app, you'll get an idea of what needs to go where.

Not sure what kind of game you are doing but I would recommend starting off the with the demo app and script as much as possible. Doing everything in script keeps you from accidently breaking something in the executable. Its much easier to track down a bug in the scripts than it would be in the thousands of lines of code that you didn't write and are unfamiliar with. I think its possible to do a decent game all in script.
#2
08/15/2002 (12:08 pm)
I will end up with near everying in the game being done in the scripts. I know this. That's not what i'm asking... i guess my subject sucked and threw you off.

When and if i add C code that is specific to my game i will need a place to put it. So i'm trying to setup a win32 executable project to do this. Being more direct: Do i link against the Torque Lib or do i just add all the source files the Torque Demo project does? Tom
#3
08/15/2002 (12:22 pm)
ahh I get it now. I would just add it to the tourqueDemo. (you could always take out the stuff you don't use later if you want to.) Its much simpler than trying to make your own executable. Use the KISS principle, and it'll save you a bunch of headaches in the short term while you negotiate the learning curve. :)