TorqueScript and Torque X
by Jeffrey Kesselman · in Torque Game Engine · 03/21/2008 (11:50 am) · 8 replies
Does Torque X support TorqueScript yet? If not, is it intended to eventually?
#2
TorqueX does not and most likely never will support Torquescript. Even if it is possible (which I doubt) it would completely change the work flow of TorqueX.
03/21/2008 (1:13 pm)
TorqueX is written using C#. The other Torque Engines are written with C++ and torque script is just a language used to control specific parts of the engine.TorqueX does not and most likely never will support Torquescript. Even if it is possible (which I doubt) it would completely change the work flow of TorqueX.
#3
03/21/2008 (1:13 pm)
Darn, beat me to it.
#4
Well there is still an argument for scripting langagaes in game development. The argument is Sandboxing.
But that aside, this begs the next question-- which is what is the future of Torque? I understand the Torque X component architecture is intended to be the future of Torque in general. Does this mean that TorqueScript ois history in general in the long run?
03/21/2008 (1:18 pm)
Hmmm....Well there is still an argument for scripting langagaes in game development. The argument is Sandboxing.
But that aside, this begs the next question-- which is what is the future of Torque? I understand the Torque X component architecture is intended to be the future of Torque in general. Does this mean that TorqueScript ois history in general in the long run?
#5
03/21/2008 (1:19 pm)
It would be possible to port TS over to TX, it just wouldn't be worth it IMHO. If you want a scripting language, there already is ports of Lua for XNA (which you could make work in TX easily) and LUA is a MUCH stronger scripting language (and one widely used in the industry) than TS IMHO. (not getting into a LUA versus TS battle, so please don't flame me TS fanboys!)
#6
I don't really understand why people believe there has to be a single solution for a product? 50 years from now, C++ will probably no longer be used at all, just like other old languages that have been all but extinct, but will TX be 'replacing' TGE/TGEA/Torque2? No.
Why would it replace them? Why would GG paint themselves into a corner supporting only a single game development platform (XNA) when they can support the two major platforms (DX, OGL)?
03/21/2008 (1:22 pm)
Quote:what is the future of Torque? I understand the Torque X component architecture is intended to be the future of Torque in general. Does this mean that TorqueScript ois history in general in the long run?
I don't really understand why people believe there has to be a single solution for a product? 50 years from now, C++ will probably no longer be used at all, just like other old languages that have been all but extinct, but will TX be 'replacing' TGE/TGEA/Torque2? No.
Why would it replace them? Why would GG paint themselves into a corner supporting only a single game development platform (XNA) when they can support the two major platforms (DX, OGL)?
#7
Components have nothing to do with the underlying language, nor scripting. Torque 2 has components, and TorqueScript, and is written in C++, but it will possibly allow for binding other scripting languages as well.
03/21/2008 (1:28 pm)
Edited for clarity:Quote:
But that aside, this begs the next question-- which is what is the future of Torque? I understand the Torque X component architecture is intended to be the future of Torque in general. Does this mean that TorqueScript ois history in general in the long run?
Components have nothing to do with the underlying language, nor scripting. Torque 2 has components, and TorqueScript, and is written in C++, but it will possibly allow for binding other scripting languages as well.
#8
Hmm? Who's post is this in response to? I'm not sure I follow what you're adding Stephen?
03/21/2008 (1:34 pm)
Quote:Components have nothing to do with the underlying language, nor scripting.
Hmm? Who's post is this in response to? I'm not sure I follow what you're adding Stephen?
Torque 3D Owner Jonathon Stevens
In short, there's no reason to have a scripting language when you're using C# unless you want to let people extend your game (among other smaller reasons).