Game Development Community

Setting up the compiler

by Ilidrake · in Torque 3D Professional · 06/07/2009 (9:03 am) · 7 replies

Is the process for setting up my compiler the same for T3D as it is for TGEA 1.8.1? Things seem way diffrent when I compile the solutions.

#1
06/07/2009 (9:26 am)
The solutions changed slightly. There are three projects you should keep an eye on:

YourGame
T3D
Web Plug-In

The first two are similar to how TGEA 1.8.1 works, but a .dll is compiled for your game and Web Plug-In. For the most part, though, you can compile out of the box as long as you are pointing to the DX March '09 SDK. The new docs on setup will be much more robust and detailed, as will be the engine walkthrough.

Btw, off topic completely, has your opinion of T3D changed? Or do you still think it's garbage?
#2
06/07/2009 (9:39 am)
That depends on the final product. I continue to play with it but the "learning" curb has not gotten easier, only harder. Of course I'm an artist not a coder so that is a personnal problem more than anything. It's a solid piece of software I just hope they actually get it completely finished before moving on to the next great thing.
#3
06/07/2009 (9:49 am)
The engine has become more complex, but to offset that we have adjusted other areas to increase Usability:

* Cleaner and more organized folder hierarchy
* Revamped editors completely to be cleaner, easier to use, and more robust (can't argue on this point)
* COLLADA Loader
* Live Asset Updating
* TSShapeConstructor and Shape Editor for real time modification of in game models
* New ToolBox that makes project management the easiest it's ever been
* Rewriting documentation from scratch to be the most complete of any Torque engine, and goes way beyond any other game engine available

Now the engine portion is still intimidating, especially to an artist. I am creating a special section of the documentation that focuses on artists: Asset Pipeline walk-through, content generation, content conversion (COLLADA to cached DTS), and producing a project playable project worth showing off.

Overall, there is still work to be done since we are still in beta, which was why I thought the comment "...don't waste your money. It's garbage like all the other engines they sale." was unfair since the product is not final.

Ah well. If you are still working with it, then some part of you still understands the capabilities, power, and potential. I hope you stick around to the end (and beyond), since criticism is just as useful as compliments to improve an engine.

For example, right now as an artist you still have a few usability hitches. Can you describe a few more in detail? It will help us determine if that requires an engine change or doc change.
#4
06/07/2009 (9:57 am)
You'd have to overlook me sometimes. I suffer from depression and soemtimes when aggrivated I say things...just ask my wife LOL. Anyway, it's really a good product overall, I'm mainly pissed off with my own short comings.
Anyhow, the Collada support is actually one of the best features. Level geometry is really easy to get in the engine now. I just wished more features were easier to implement via script.
Example, say i want to modify the camera. It would be great if I could write a seperate camera script that turns off the defaut, turns mine on and controls it via my script. This way I could create a folder that has all my custom scripts. In fact it would be nice if there was a default script file that I could turn features on and off in and redirect said functions to my own script file. That would truly make it easy for people like me.
I have no interest in learning C++ but torque script is something I would love to learn but the files are so spread out i don't know what's what. Perhaps it's just going to take more time.
With that being said, as an example, i've been trying to get the advanced camera script to merge and i keep getting 8 link failures to gdf something another. And I have no idea what it means.
By the way I plan on going back and reposting my little remark now that my head has cleared. Cheers mate :)
#5
06/07/2009 (10:04 am)
@Ilidrake - I'm sure your wife and mine could swap stories of coping with passionate/emotional game devs =)

You really should not sell yourself short. Regardless of which engine or tech I use, I know my limitations and have to learn to deal with them in a positive manner (such as spending a little extra time learning before doing). So don't be hard on yourself.

I'll pass on your feedback to the devs, and keep all this in mind when I write the scripting docs. The TorqueScript docs are going to have your basic overview (concept, syntax, editing), reference (ConsoleFunction dump), and guides (ranging from simple variable changing to complex game play).

I'll look into the Advance Camera resource as a starting point in writing the Creating and Integrating A New Module section of the TS docs. I think it is the most used resource available on this site, so using it for examples will probably do everyone good. Nice suggestion!

Keep the feedback coming =)
#6
06/07/2009 (10:15 am)
See that's something I hear alot. The Console thingy. I don't get it. Annother suggestion, and I'm probably ranting, is a laymans beginners section. Write it like I don't know anything. And give me some good examples.

Thanks for listening
#7
06/07/2009 (10:34 am)
@Ilidrake - Got it. Posting this in the documentation feedback thread:

http://www.garagegames.com/community/forums/viewthread/88149/8#comment-633347