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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:

  • 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!
I also intend to release the Nucleus remote debugger source-code (not Nucleus itself!) for free under the MIT license and try to get it included in both Torque 2D & Torque 3D repositories. I have already put a fair bit of effort into prototyping the debugger and it works well already. It provides a fast telnet connection between Torque and a debugger based upon TorqueScript calls. It supports multiple debugger versions and connection without the need to modify any source-files (amongst other features).

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?

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#2
01/07/2013 (12:03 pm)
This is probably the most exciting news to be posted on GG.com, right along side the reopening and MIT launches. Looking forward to helping out anyway I can with this Melv.
#3
01/07/2013 (12:04 pm)
A new editor that is cross platform and updated would be great. Torsion has not been updated in a long time and is pretty buggy but main issue is it doesn't work on OSX. I second this. I think to sell it it has to stand out like torsion or be even better. There are lots of free (crap) solutions out there for TS but there is a reason most people still use torsion.
#4
01/07/2013 (1:36 pm)
Sounds awesome! Would definetly buy it! :)
#5
01/07/2013 (2:22 pm)
I'm interested.
#6
01/07/2013 (2:30 pm)
Yes
#7
01/07/2013 (3:02 pm)
If it has price and feature parity with Torsion, then yes I would buy the editor.

I am using 3 scripting languages to develop my project and having one editor than can simultaneously handle all 4 would be awesome. And I do mean simultaneously. C++ is not important as that is in Visual C++. However, having Python, Javascript, and Torque Script in 3 documents open at the same time would be very nice.
#8
01/07/2013 (3:10 pm)
Melv,

Sounds great. Count me in. One editor, all GG's major engines. Seriously, this is a no-brainer for any Torque Dev. Every dev should be here saying 'make this'

Ron
#9
01/07/2013 (3:10 pm)
Absolutely.
#10
01/07/2013 (3:17 pm)
I'm definitely in full support of this!
#11
01/07/2013 (4:01 pm)
count me in, I already use Scintilla for most of my text editing, I am very interested in a replacement for Torsion
#12
01/07/2013 (4:03 pm)
I'll buy this as well. While I really love Torsion, it doesn't support OSX.
#13
01/07/2013 (4:26 pm)
...need!
#14
01/07/2013 (4:31 pm)
Excellent job, Melv! I look forward to working with your new editor!

- Dave
#16
01/07/2013 (6:40 pm)
I felt Toraion was a good tool doing TGB development on Windows. Now that I am working on the iOS version of our game I have resorted to debugging via echo calls, painful! If I could buy your product today to help me run a live debugger on OSX without virtual windows or other trickery, with breakpoints and watch variables, I would do it in an instant. Seriously, all the other features are nice, but gravy to me compared to a cross platform debugger for TS games.

#17
01/07/2013 (7:28 pm)
Even it it just offered the same functionality as Torsion but ran on OSX, I'd buy it.
#18
01/07/2013 (7:50 pm)
Loved Torsion, I'd buy it.
#19
01/07/2013 (9:01 pm)
Yes ... I would buy it.
#20
01/07/2013 (9:33 pm)
I'm in.
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