New project and source code
by Daniel Buckmaster · in Torque 3D Professional · 02/01/2011 (5:15 am) · 6 replies
First, I just thought I'd say: T3D BOOYAH!
Okay, so I actually have a question. I've created a new project with the Toolbox and everything's cool. I just noticed that when I go to edit my source, the project containing all the actual source files for T3D is linked to the Engine folder above all the Project directories. I guess it was a deliberate design decision - but what if I want to create a project with its own source code changes?
Okay, so I actually have a question. I've created a new project with the Toolbox and everything's cool. I just noticed that when I go to edit my source, the project containing all the actual source files for T3D is linked to the Engine folder above all the Project directories. I guess it was a deliberate design decision - but what if I want to create a project with its own source code changes?
About the author
Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!
#2
02/01/2011 (7:37 am)
One of the great features of T3D is the ability to add code files per project and leave your main source alone. If you look under your project folder you will see a folder called "source". I put all my gui controls and modifications in here and then use the tool box to add them to the project. All you have to do is select the project in the tool box and then click the clean up button. If I am changing engine code I usually make a copy of the file here and then exclude the original from the project. That way the original and my modifications are kept separate and doesn't affect any of my other projects.
#3
Personally I create 2 SDK directories (eg: install twice) use one as a working source code directory and the other for experimental source code mods and testing.
02/01/2011 (7:43 am)
Excellent purchase Mr.Buckmaster ... now port all your TGE work and release it as resources for the rest of us to thieve! :PPersonally I create 2 SDK directories (eg: install twice) use one as a working source code directory and the other for experimental source code mods and testing.
#4
02/01/2011 (9:17 am)
I usually use pre definitions declared in each project file and use something like this.#ifdef PROJECTA do something special for project A #endif
#5
Steve: as if having another engine to play around with will improve my coding speed ;)!
EDIT
Also: damn! So this is where all the forum activity has gone ;P.
02/01/2011 (2:25 pm)
Okay, that clears things up - thanks for the info, guys!Steve: as if having another engine to play around with will improve my coding speed ;)!
EDIT
Also: damn! So this is where all the forum activity has gone ;P.
#6
I usually have multiple copies of the SDK for each project, it becomes a pain sometimes to start them off but I've trimmed down all the rubbish (demos, etc) so I can just copy, create the project and then delete the templates folder too
02/01/2011 (4:06 pm)
Yep we're hiding in these here cupboards ;)I usually have multiple copies of the SDK for each project, it becomes a pain sometimes to start them off but I've trimmed down all the rubbish (demos, etc) so I can just copy, create the project and then delete the templates folder too
Associate Rene Damm
To have multiple projects with different sets of engine modifications, you need to have them in separate copies of the sdk (you can slim the copies down quite aggressively and get rid of all the templates, demos, etc.).