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Introducing Torque 3D Project Manager 2.0

by Dave Wyand · 05/03/2013 (1:52 pm) · 28 comments







Introducing Torque 3D Project Manager 2.0


On December 19, 2012, we launched T3D v2.0 as the first new release under open source. Then on January 10, 2013, the T3D Steering Committee presented their proposed roadmap for v3.0 to the community for comments. With the release of T3D 3.0 coming next week it is time to unveil the updated Project Manager.


Where to Find the Project Manager

The Torque 3D Project Manager is its own project which may be found here: github.com/GarageGames/Torque3D-ProjectManager. You may also download a precompiled package from here (see the ReadMe for installation instructions):


Project Manager 2.0



The Torque 3D Wiki now has a new page describing how to use the Project Manager: github.com/GarageGames/Torque3D/wiki/Project-Manager


What’s New

With Project Manager 2.0 comes the ability to choose which modules will be compiled into your project using its interface. You’ve always been able to manually modify your project’s project.conf file to add and remove modules. You could then run the generateProjects.bat file to automatically rebuild your game project’s solution files and recompile the engine. Now the Project Manager can do it all for you from this interface:

https://github.com/GarageGames/Torque3D/wiki/images/ProjectManager/2-0-ChooseModulesExisting.jpg

The new Project Modules window


At the top of the window there is a dropdown that allows you to choose which Move class you would like to use. This is especially handy when working with one of the new input devices T3D 3.0 provides. The middle section of this window is where you may choose which modules will be compiled with your game project. And if a module requires a pointer to a directory (such as for a 3rd party SDK) you may enter that information here as well. Clicking on the OK button for new projects, or the Regenerate button for existing projects sets everything up.

All of this is described on the Project Manager wiki page: github.com/GarageGames/Torque3D/wiki/Project-Manager


The Project Manager and Torque 3D

The upcoming Torque 3D 3.0 will no longer have the two PhysX templates included with it (Empty PhysX and Full PhysX). These templates were identical to the regular ones but with the addition of the PhysX module being compiled in, and the PhysX DLLs being included. With the recent changes to T3D’s Project Generator that will automatically copy any supporting files from a SDK, and with Project Manager 2.0 allowing you to easily choose which modules are included in your project, these PhysX templates are no longer required.

And while Project Manager 2.0 is meant for the next release of T3D it is also possible to use it with T3D 2.0. The only difference is that a couple of buttons on its interface will have their text slightly cut off due to some required changes to Engine/bin/tools/style.css. You could either live with this slight imperfection, or copy the style.css from the Torque 3D development branch into your T3D 2.0 directory.

- Dave

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#21
05/08/2013 (1:05 pm)
@Scott i do understand that concern however
as the mass is just visually oriented it might be enough
to point out to the user the difference between t2d/t3d

now at the beginning it might just enough
todo a engine module selection
in the style of the 2.0 Project Generator
https://github.com/GarageGames/Torque3D/wiki/images/ProjectManager/2-0-ChooseModulesExisting.jpg
i might go over to the t2d forum and suggest that - if they havent already seen my comment here

However the main idea was just to make it easier for the user and more attractive for
lets say companys - when u see something that has a logical system
it is automaticly more attractive

The current State of t2d and t3d is about going in opposite directions
but why if it can be combined at least in the way of being available under one so called Project Manager - Torque Generator?!
I dont mean combining the codebase, that ofc would not be a sane idea.
#22
05/08/2013 (1:13 pm)
I think that the impetus for this is a good idea. I would hate to be the person answering questions about why my T2D project wouldn't convert or work with T3D or vice-versa. Or why I installed T3D and the project generator, but can't make 2D games. Git is already a big enough of a hurdle for many developers, just like any version control system. It's bigger in these parts because we used CVS and SVN for so long. Confusing the new user who has neither used version control nor has gotten their feet wet in a source solution is problematic at best.
#23
05/08/2013 (7:32 pm)
Nope..... Two different beasts. Two different code bases, too much confusion on an already confused environment. I do not realistically see it happening.

NOTE: I am NOT speaking for the T3D steering committee on this. It is just my opinion.

Ron
#24
05/08/2013 (8:21 pm)
"Confusion" that was my point Ron

u could look at it from another perspective

The Confusion will always be there
and the more the 2 split apart
the more confusion will raise

for example there been a couple of kickstarters
that where oriented on t2d or t3d only

"now this is my personal opinion"
it would have run better if there was a combined effort
take em both and put em in one single kickstarter
under one name - describe it as a multi engine that consists of a 2D and a 3D engine with sperated codebases

raise the $ depending on fullfilled stretchgoals up to 100000§ and more
This should have been the way to go.
"remember thats just my pov"

anyways - it was just a loud idea and as much as i like to discuss
i know when its time to stop ;)
#25
05/29/2013 (12:13 pm)
Like to get some info on how to do the web deployment. This one has a checkbox the other one had build tools as I recall.
#26
06/07/2013 (5:41 am)
And no reply here either. I assume support for web deployment was dropped ?
#27
06/13/2013 (6:05 pm)
If web deployment was dropped I think it would be weird to still have it as a checkbox in the project manager.
#28
06/20/2013 (12:42 pm)
@ Howard Dortch. The Web deployment is working for me. When I use the Project Manager and select Web Deployment it builds sample.xxx I think it's .html and that is your project in web mode.
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