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is RTS Starter Kit for Torque 3D? is it encapsulated / separated good?

by Peter Mowry · in RTS Starter Kit · 05/18/2009 (1:17 am) · 16 replies

It says it's for Torque 1.5.2? As in TGE? Isn't that kind of old?

Anyone know if it works well (or at all) with Torque 3D? Or TGEA?

And to what extent is it separate encapsulated code modules that I could pick-and-choose to use/integrate into my Torque 3D game's code base?

#1
05/18/2009 (11:35 am)
Peter,

Quote:It says it's for Torque 1.5.2? As in TGE? Isn't that kind of old?
Yes it is. The original RTS-SK is from back 2004. Right now the official release is for TGE 1.5.2

Quote:Anyone know if it works well (or at all) with Torque 3D? Or TGEA?
It needs to be ported, will not work out of the box on tgea nor t3d, as some systems have to be re-writen.

That beeing said, some major works had beeing done on the kit, and there is a new codebase based on tgea 1.7.1, currently beeing ported to 1.8.1, with several layers of polishing over the original.

As soon as it get finally ported to the latest TGEA version, there will be a release. Cant say an ETA, though.
#2
05/18/2009 (4:37 pm)
You mean an official release? No ETA at all? 1 month? 6 months? 2 years? 10 years (ie, never)? O:-)

Do you know to what extent it is (a tightly integrated package that you have to mod to create your game) vs. (well-separated well-encapsulated code modules, that I could pick-and-choose what to use as minor add-ons into my own Torque 3D game project)? I was hoping I could just use the specific particular code modules that I'm interested in, as add-ons to my existing project. Rather than to mod the existing base RTS game example?

Examples of separated / encapsulated code modules might be:
* camera system
* RTS mini-map
* unit selection with mouse draw bounding rectangle, let's you have 0 to N units selected, draws rectangle-or-something to highlight selected unit(s)
* group movement AI of selected units
* HUD and movement/action controls

#3
05/19/2009 (5:27 am)
It is more like the first case, a package that you have to mod to create your game, but with some work you'll be able to use some subsystems separately. For example, there are some projects that use the RTS camera.

ETA... probably, a couple of months.
#4
05/26/2009 (11:42 pm)
I'll be excited to see hear any news about the TGEA release of the RTS kit.

How many lines of code is the RTS kit add-on? I've never used a starter kit, so... Do you download just the diff (ie, the delta for the RTS Kit)? Or do you download TGE again with the RTS Kit already inside it?

In either event, is 100% of the code that is not TGE official/trunk, comment-wrapped so that it's obvious to find exactly 100% of it all?

Same question for the TGEA 1.8.1 version O:-)

#5
05/27/2009 (3:46 am)
From a quick check with a folder comparer the only files that are diffrent are 'game\gameprocess.cc', 'terrain\fluid.h', 'terrain\fluidQuadTree.cc', 'terrain\terrData.cc', 'terrain\terrData.h', 'terrain\terrRender.cc', 'terrain\terrRender.h', new files are 'terrain\terrSelection.h' and 19 more in 'game\rts'.

When you download RTS kit it includes everything you downloaded with TGE (apart from relative FPS/Racer starter) but with the RTS code merged in for you and the RTS starter example.

You can find all of the code you need by using a file comparer or Notepad++ with a comparer plugin to compare each of the files with changes to locate each bit of changed code very easily.
#6
07/08/2009 (3:52 pm)
Hello Novak:

Do you have any good news about porting RTS into TGEA.....???
#7
09/11/2009 (3:44 pm)
Hello,

Will the RTS Starter Kit, and other Starter Kits, run on the iPhone 3D version?

Thanks,

Nick Powers
#8
09/14/2009 (10:53 am)
The RTS kit was developed with desktop gaming in mind. You would most likely need to port a good chunk of the kit to the iPhone engine. One of the main things I can think of that are often sticking points when porting to, say DirectX, is making sure the OpenGL calls for selection and such match up with the target--in this case the OpenGL ES driver for the iPhone.

But I'm betting you would need to do some C++ level porting.
#9
09/14/2009 (11:55 pm)
i would like to see a update of the rts build, even if its a patch, for TGEA with the villegers mod and the free items already intergrated. there is a huge amount of functionality thats just wondering around the rts pages that need porting and cleaning up.
#10
09/15/2009 (11:43 am)
I've ported all of the RTS Kit (including selection code) to TGEA. All of the code needed is available here on these forums, just takes a bit of elbow grease.
#11
04/07/2010 (2:58 am)
How about to Torque3D? Will someone have to port the RTS-SK to T3D or will it fit right in?
#12
04/07/2010 (6:52 am)
You will have to port it to T3D.
#13
04/07/2010 (8:55 pm)
T3D tutorial has some steps to implement a few of the basic RTS stuff. There were even example source code and files included ... but it only has like 4-5 "rts style" features, nothing close to TGE RTS starter + world domination mod. And its mentioned just as an example.

The TGE RTS Starter kit has a lot of features -- and some major bugs as well -- but is a decent starting point. I've compiled ALL of the fixes and such I could find in these forums and its still a long ways from a complete RTS solution.

But from the sounds of it, Novack has been working on it for much longer ... so wouldn't hurt to wait a few more months and see how it comes out.



#14
04/07/2010 (10:42 pm)
Yeah, a few more months sounds good. :)
#15
07/21/2010 (4:16 am)
Any update on/about this ???
#16
07/21/2010 (4:22 am)
Quote:05/18/2009 (10:27 pm)
It is more like the first case, a package that you have to mod to create your game, but with some work you'll be able to use some subsystems separately. For example, there are some projects that use the RTS camera.

ETA... probably, a couple of months.

How long sir...??????