DotNetTorque (CSharp for T3D) Goes To GitHub!!!
by Vince Gee · 02/22/2013 (10:43 pm) · 9 comments
Sometimes, the best way to convince people that you have a great product is to give them a taste for free. DotNetTorque (DNT) has always been open-source, our idea was to generate income from the DotNetTorque Customizer (DNTC). The DNTC is a program that reads the T3D C++ and converts the console functions, etc to externs which in turn are callable from any Microsoft Dot Net language.
So, for the benefit of the Open Source community, I have published a MIT 2.0 T3D stock build enhanced with DNT. I've gone through the process of updating the Torque 3D Project Manager v1.1 templates and scripts to properly add the CSharp projects to the solution. I also set up debugging parameters to ensure that the project settings are correct so you can do debugging at both the CSharp and C++ code levels.
This is all available at github.com/WinterleafEnterainment/DNT-Torque3D.
The DNTC is not included on the GitHub repository and is still only available to Licensed users. You can purchase the DNTC at www.winterleafentertainment.com/Products/DotNetTorque.aspx.
Vince
Winterleaf Entertainment L.L.C.
So, for the benefit of the Open Source community, I have published a MIT 2.0 T3D stock build enhanced with DNT. I've gone through the process of updating the Torque 3D Project Manager v1.1 templates and scripts to properly add the CSharp projects to the solution. I also set up debugging parameters to ensure that the project settings are correct so you can do debugging at both the CSharp and C++ code levels.
This is all available at github.com/WinterleafEnterainment/DNT-Torque3D.
The DNTC is not included on the GitHub repository and is still only available to Licensed users. You can purchase the DNTC at www.winterleafentertainment.com/Products/DotNetTorque.aspx.
Vince
Winterleaf Entertainment L.L.C.
About the author
www.winterleafentertainment.com
#2
Thanks for all that you and your team have contributed to this engine.
Robert
02/26/2013 (7:41 pm)
Hello Vince. Does this mean I can write my game scripts in C# now with this one on GitHUb?Thanks for all that you and your team have contributed to this engine.
Robert
#3
Robert - As I understand it (and I certainly don't) you can use C# in the console instead of TS. Everything in MIT is now in the engine as far as I know. So basically the answer to your question is "yes". I reserve the right however, to be completely wrong. But hey, I'm just the terrain guy.
Good to see you're still around, by the way!
02/26/2013 (7:54 pm)
Guys, I'm hardly the person to be answering questions, but I wanted to let you know that Vince has been working his fingers to the bone getting OneWorld up and ready for release, and I'd guess he's more than a little burned out right now. With that in mind, please be patient while he takes a little time off. He's a machine, and we need him at his best!Robert - As I understand it (and I certainly don't) you can use C# in the console instead of TS. Everything in MIT is now in the engine as far as I know. So basically the answer to your question is "yes". I reserve the right however, to be completely wrong. But hey, I'm just the terrain guy.
Good to see you're still around, by the way!
#4
Thanks for the quick reply.
Robert
02/26/2013 (8:27 pm)
Thanks! I understand. I hope you are right because I would love to make my game with C# scripts similar to what I do on the Unity Engine. It would be easier for me to not have to use TS. Thanks for the quick reply.
Robert
#5
I have the documents linked on the github site, I would recommend reading them.
All the source code is available, so you can see how I even did it if your so inclined. It's a good class on marshaling with C#. Also, it is a great primer if you want to learn how the engine works, since all the C# does is call externs in the C++ so you can see that this console function does that, etc.
Enjoy,
Vince
02/27/2013 (4:02 am)
Yes, I put up two templates, one for the Full and one for the empty in the project creator. I have the documents linked on the github site, I would recommend reading them.
All the source code is available, so you can see how I even did it if your so inclined. It's a good class on marshaling with C#. Also, it is a great primer if you want to learn how the engine works, since all the C# does is call externs in the C++ so you can see that this console function does that, etc.
Enjoy,
Vince
#6
02/27/2013 (7:42 am)
Thanks!
#7
Thanks,
Robert
02/27/2013 (7:46 am)
I have a Kit called Universal AI Kit. would I install it to the DNT the same as I would have with my Standard T3D 2.0? I have been away from my T3D projects working on Unity Projects for several months. I was kinda waiting for your DNT and a upcoming RPG Kit from a community member.Thanks,
Robert
#8
Depending on how many scripts it is, and how fast you can use ctrl-alt-f to find the right extern it could take a few days.
02/27/2013 (10:50 am)
That's not so easy, DNT does support running a hybrid of C# and TorqueScript. So you could copy in there TS scripts but you would have to wire in the calls the the UAIK Scripts into the CSharp or convert the TS to CSharp.Depending on how many scripts it is, and how fast you can use ctrl-alt-f to find the right extern it could take a few days.
#9
02/27/2013 (1:24 pm)
Thanks. I will wait until I'm more used to DNT before I try that. Good to know though(-: 
Torque Owner David Robert Pemberton
www.deadlyassets.com