Game Development Community

C# for Torque

by Anthony Rosenbaum · in Torque 3D Professional · 10/13/2014 (12:53 pm) · 4 replies

Have you all seen this?

omniengine.net/News/post/the-omni-engine-v1-released

Quote:Has it really been four years since I started down the path of building a C# interface for T3D? I do not think I can even recall how many different approaches I have taken over the years. Oh woe's is me, all those epic fails along the way. But, I have proved that if you stick with something that seems impossible, you will prevail.

Folks, I would like to present you with the new Omni Game Engine. Yes of course it is based off of T3D, build 3.5.1 to be exact. (Yes I plan to merge in 3.61 soon). I am sure you are wondering why I feel this is a major accomplishment, well let me explain.

Pretty cool

#1
10/13/2014 (1:14 pm)
Anthony,

Agreed, it is really cool but, hey we still have the same issue we have always had with T3D. So what? Where are the docs that explain 'WHY' and 'HOW' this is a good thing?

I know the guys at WLE. I TOTALLY understand why what they accomplished is AMAZING and powerful but, hey Treat me like I am from freaking Missouri! SHOW ME what the hell this all means? You can look at my second post in the announcement of T3D 1.3.6 ....point 7 point 9 point 6 point whatever... I have the same issue.

Thankfully, I know enough about programming to get it but, I still look at things from a 'non-coder' POV and in the end, what does this mean? How is this an improvement? What can I do now that could not in past? Seriously, let us (lay it out in simple terms)... this changes X and this changes Y....

Ron
#2
10/13/2014 (2:32 pm)
1) Managed code is good.The LiveScripts, C# are sent to a garbage collector.

2) C# is so much easier for a noob than c++, no more cumbersome pointer syntax!

3) Bug fixes:
Quote:
We also fixed some long standing issues in T3D related to game hitches when a camera moves around for the first time in a mission. We also revisited the math inside of T3D to make it more precise and consistent.

4) More Libraries!


#3
10/13/2014 (3:30 pm)
Yup, Winterleaf have been posting here about OMNI for a while now. Also for the record those bug fixes don't relate to C# at all. Also, a fairer comparison is C# to TS, not to C++, since OMNI is still C++ on the inside.
#4
10/13/2014 (7:53 pm)
@Ron:

does this answer your X and Y?

omniengine.net/Features

If not Ron, let me know. ill make sure you find a fuzzy spot and put it however ya need. im sure others are missing it also if you are and maybe you can help me fix it :)