Game Development Community

Empty Project?

by Kevin Mitchell · in Torque 3D Professional · 07/05/2009 (6:44 am) · 8 replies

I know there's been talk about being able to create a project bare bone. Is this in the main line of things to be done? Or is there a way to just start a project and delete certain folders to start with the bare minimum project.

IE:
No accets,
Basic Controls,
No Materials,

If I just Remove the data folder and common will everything break? Or is there going to be a bare minimum generator in the coming builds?

#1
07/05/2009 (8:43 am)
yeah would be great to have a template for this
#2
07/05/2009 (9:18 am)
A true bare minimum is just the executable. Write your own main.cs and you're ready to go. But the problem is that such template does nothing and a newbie wouldn't have the slightest idea of how to proceed from there into getting something 3D running on the screen, so the question is: what do you guys consider a bare minimum template? Has no assets? This means it has no mission, no player datablocks, no camera either. No server creation code either. How would you work with such template?

I guess what you really want is a throughout explanation of how to get from nothing (aka: only the exe and the core scripts) into a working template.
#3
07/05/2009 (9:55 am)
Bare bones would be great - I'd want assets, but just the simplest of things so it's easy to replace them (or delete them). For example, a flat terrain, one texture, one player spawner, one AI with one behavior attached, one main gui with no additional pages. That would put all the barest bones scripts in place so we didn't have to build them from scratch and would save a boatload of time deleting things we don't need when we get around to cleaning up.

And/OR.... a way to make our own templates and add them to the templates list for create project. I'd love to be able to build my own template and then have all the name changes that happen when you use the project builder done automagically.
#4
07/05/2009 (5:52 pm)
The pureLIGHT Demo is a pretty good example of a "barebones". It has the ability to load a level, add a player or a camera and pretty much nothing beyond that. It does have some dependencies on "core" that could be even further reduced but it is about as barebones as you can get and still have something useful in multiplayer.
#5
07/06/2009 (2:15 am)
Wait... isn't there an Templates/Blank project? Is that not hooked up to Toobox?
#6
07/06/2009 (2:22 am)
The New Project only has Full template, this puts mountains of scripts and accets in to the newly generated project. Most are sopme that ill have to delete eventually for right now all for the scripts i make go into a sub dir called mainframe since I don't want my code mixing with the code that looks like its from warrior camp.
#7
07/06/2009 (2:25 am)
Do you have it on your Tom? If so is there a way to add it? Also is there a way to make the pure light demo a templete after we delete the uuneeded accets from the directories?
#8
07/06/2009 (8:42 am)
@Tom: the Blank project isn't included in the Beta's. But yeah it's hooked up to the Toolbox -- or appears to be (doesn't seem to work anymore).

@All:
This question has cropped up several times already. It was surmised when last it was brought up that it (the Blank Template) would (possibly) be included in the final release -- but that is just conjecture on my part. The Blank template appears to be as empty as it can possibly get, giving you access to the console and the GUI editor. It has no assets, no levels, no datablocks. I think it had a blank MainMenu (I don't really remember now).

Matt's suggestion of using the PureLight is good. Maybe it's just me, but I can strip the FPS kit down in about 30 min, the Template in about 5 -- it's really not that difficult. Think of it as a learning experience if you break something. Something simple like this is a great way to learn what is minimum, what all you need, and what else is extra "fluff".

Quote:
If I just Remove the data folder and common will everything break?
When you delete the data folder you'll need to disable all datablocks that point towards them. Removing the common/core directory is bad, you'll need it. Think of your game scripts as depending on and/or overriding the core scripts. Your game would be a "package" on top of the "core" functionality -- it is also possible to build your entire "game" in the core directory.