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Datablocks ported to the Unity engine.

by Peter Simard · in Torque 3D Professional · 04/29/2015 (12:33 am) · 4 replies

Hey all, not sure if this is the right place to post this. I was a long time Torque developer who switched to the Unity engine. One of the features I missed most was using datablocks for storing my games data with their parent/child relationships. I ported the feature over and released it as an asset for anyone interested.

https://www.assetstore.unity3d.com/en/#!/content/33587

#1
04/29/2015 (12:43 am)
Great! Now do TorqueScript!
#2
04/29/2015 (12:52 am)
Believe me, I've thought about it. It's probably Unity's biggest drawback.

I was working on an MMO and the codebase was so large it took about 20 seconds to recompile. That doesn't sound bad but when you consider there is no support for reloading scripts at runtime, that means a 20 second delay with every single code tweak.

Contrast that to Torque where you can just re-execute the script in the console to see your changes.
#3
04/29/2015 (1:06 am)
@Peter actually, Vince did some live script reloading for OMNI which worked for C#. Perhaps you could use something similar for Unity, but it's quite the project.

In general T3D is just a lighter development environment, I've also heard that loading large projects can be a pain. But hell at least Unity works! :P
#4
05/14/2015 (7:22 am)
Smart move not referencing Torque at any point. There's a good chance that if you had, it would have been rejected...like past Torque/GG related submissions.