Application design with the torque script/framework
by Ken Knudsen · in Torque Game Engine Advanced · 04/13/2009 (11:50 am) · 1 replies
Hi everyone,
As I begin down my road into gaming design and development, I had a question about the torque framework and it’s relation to application development. I have a series of supporting applications that will be initially developed. I will use a scripting language for a number of actions in the application. The full timeline of this project is to completely reuse the script files and framework built in ‘phase 1’ when it comes time for actual game development in ‘phase X’. I’ve been investigating LUA and of course this meets my needs. But if the torque engine will be my end framework for the gaming side, isn’t sticking with the toque scripting language from the outset the best idea? Obviously I could write adapters that would allow the torque engine to work with the LUA files ( I believe this kind of stuff already exist or is possible), but I’d rather stick with one complete scripting language (Torque), pattern and its immense framework of data transfer, multi-user connections etc. K, thanks for any input, I’m hoping others have already done something like this or have advice on the matter in general! Thanks!
As I begin down my road into gaming design and development, I had a question about the torque framework and it’s relation to application development. I have a series of supporting applications that will be initially developed. I will use a scripting language for a number of actions in the application. The full timeline of this project is to completely reuse the script files and framework built in ‘phase 1’ when it comes time for actual game development in ‘phase X’. I’ve been investigating LUA and of course this meets my needs. But if the torque engine will be my end framework for the gaming side, isn’t sticking with the toque scripting language from the outset the best idea? Obviously I could write adapters that would allow the torque engine to work with the LUA files ( I believe this kind of stuff already exist or is possible), but I’d rather stick with one complete scripting language (Torque), pattern and its immense framework of data transfer, multi-user connections etc. K, thanks for any input, I’m hoping others have already done something like this or have advice on the matter in general! Thanks!
Torque Owner Gerald Fishel
Development Ninja
TorqueScript is good for things like declaring datablocks and creating SimObjects, input device action mapping, and some simple light-weight game logic, but the fact that all data is expressed as strings and everything is pass-by-value makes the performance fairly prohibitive for anything substantial.
I'm not real familiar with Lua, but I don't think it's designed as an object-oriented scripting language, so that may not be the best choice for integration with Torque.
What I did for one of my projects was integrate Mono as a "scripting" platform, so we can do rapid prototyping and testing of AI and game logic using C#. So far it has worked out great, and wasn't especially difficult to integrate.
It would probably work well for what you're looking for too, since .NET is a fairly nice platform for application development in it's own right with a lot of useful assemblies available, and many included in the base Mono distribution.