Nucleus : Cross platform Torque 2D/3D Editor and Debugger
by Melv May · 01/07/2013 (11:42 am) · 53 comments
Hi everyone,
For those of you who don’t know who I am; I was the original developer of the Torque 2D engine before it became Torque Game Builder. Before that I wrote a bunch of extensions to the Torque Game Engine known by the “fx” prefix i.e. fxSunLight, fxShapeReplicator, fxFoliage etc. Several years back I quit my job and jumped on-board with GarageGames and have been working on Torque technologies ever since, most recently 3-Step Studio and Torque 2D.
So it’s been a long time since I’ve written a blog but now that the Torque 2D MIT is starting to spin up for a release, I’m going to start writing up what I’ve been doing in that space covering the changes from when I started on it to what I did recently.
This blog however isn’t about Torque 2D, it’s about a product that I’ve been prototyping for a little while with a working title of “Nucleus”.
Nucleus is a concept for a powerful code-editor that supports debugging of both the Torque 2D and Torque 3D MIT code-bases. It will be a cross-platform editor that will initially work on Windows and OSX platforms with a Linux release sometime later.
The editor would be based upon Qt and use Scintilla for the code editor. Some of the initial features would be:
Anyway, the main point of this blog is to to try to gauge the interest in such a product. This product would be produced and published by me in my spare time and is not an official GarageGames product. I'd probably be selling it at around the same price as Torsion and would be available as a limited demo.
In short, is this something that you think would be worth the several months of effort i.e. would you buy it?
For those of you who don’t know who I am; I was the original developer of the Torque 2D engine before it became Torque Game Builder. Before that I wrote a bunch of extensions to the Torque Game Engine known by the “fx” prefix i.e. fxSunLight, fxShapeReplicator, fxFoliage etc. Several years back I quit my job and jumped on-board with GarageGames and have been working on Torque technologies ever since, most recently 3-Step Studio and Torque 2D.
So it’s been a long time since I’ve written a blog but now that the Torque 2D MIT is starting to spin up for a release, I’m going to start writing up what I’ve been doing in that space covering the changes from when I started on it to what I did recently.
This blog however isn’t about Torque 2D, it’s about a product that I’ve been prototyping for a little while with a working title of “Nucleus”.
Nucleus is a concept for a powerful code-editor that supports debugging of both the Torque 2D and Torque 3D MIT code-bases. It will be a cross-platform editor that will initially work on Windows and OSX platforms with a Linux release sometime later.
The editor would be based upon Qt and use Scintilla for the code editor. Some of the initial features would be:
- Cross platform product (Win32 & OSX with Linux to follow)
- Syntax highlighting and folding (per language)
- User-defined syntax highlighting (per language)
- Nearly 90 programming languages supported (including Taml and TorqueScript) via Scintilla
- Auto code completion
- Tabbed code editing
- Powerful docking system
- File extension to language mapping feature
- Image viewing
- Torque 2D & 3D debugging (with new telnet debugger) - Breakpoints, call-stack & locals views etc.
- Engine types resolved via Nucleus remote debugger (not via an engine text dump)
- Supporting legacy Torsion debugging for older binary-only releases [possibly]
- Lots of editor customization
- Per-project customization including GUI layout, multiple locations, multiple executables to spawn etc.
- Plug-in system for extending Nucleus itself (new lexers, tools etc)
- More!
Anyway, the main point of this blog is to to try to gauge the interest in such a product. This product would be produced and published by me in my spare time and is not an official GarageGames product. I'd probably be selling it at around the same price as Torsion and would be available as a limited demo.
In short, is this something that you think would be worth the several months of effort i.e. would you buy it?
About the author
#43
01/17/2013 (9:34 pm)
Because this is part-time work for me, I'd expect 2-3 months to be a good ETA.
#44
01/26/2013 (2:45 pm)
of course!
#46
02/07/2013 (5:32 am)
sure!
#47
02/08/2013 (10:29 pm)
I would buy this!
#48
03/01/2013 (4:39 pm)
Hows the progress going Melv?
#49
03/25/2013 (3:22 pm)
This sounds great. I'd buy it! How's it coming? I need a good Mac solution.
#50
04/02/2013 (4:31 am)
I've announced that I'm leaving GarageGames here. Unfortunately this means I won't be continuing with the development of this product however there's a good chance that this work can be integrated into the T2D editor should it continue down the path of being developed using QT because I was using Scintilla under Qt to perform syntax-editing.
#51
04/02/2013 (5:23 am)
Oh man that is such a shame. I would have spent some fine gold coins on this product :o)
#52
is that means your present work on Nucleus will be released under MIT?
04/02/2013 (6:43 am)
"this work can be integrated into the T2D editor should it continue down the path of being developed using QT because I was using Scintilla under Qt to perform syntax-editing."is that means your present work on Nucleus will be released under MIT?
#53
07/16/2013 (2:05 pm)
It's a damn shame this wasn't released. There needs to be a decent editing choice aside from Torsion. Or Torsion needs an overhaul. 
Torque Owner Matthew Ingle
matty47