Game Development Community

PyTorque

by Kevin James · in Torque Game Builder · 11/22/2012 (8:54 am) · 5 replies

So no, PyTorque doesn't exist, but what if it did?

Would it pretty much be impossible to make this?

Who should I contact about how TorqueScripts are "compiled"?

About the author

Computer security, digital forensics, and platform jumper enthusiast. shells.myw3b.net/~syreal/


#1
11/22/2012 (9:24 am)
Some of my beefs with TorqueScript are:

*Errors in compilation are always "Syntax error."

*There is no way to get the length of an array. I think this is because arrays in TorqueScript are just smoke and mirrors mostly.

*There are no keywords for creating classes, constructors, etc.

*Typing.

Using Python would by default solve all of these problems and introduce so many awesome features. TorqueScript is a bare-bones "language" that doesn't even include basic, given features of modern scripting languages.

TGB is an awesome product, but would be made 10x better by using a real scripting language.
#2
11/22/2012 (9:38 am)
PyTorque do exist for T3D, maybe Frank Carney can point you towards integrating Python in TGB/T2D
#3
11/22/2012 (3:47 pm)
!!!! Wow!
#4
11/23/2012 (12:48 am)
Just for good measure this is the python resource for T3D by Frank Carney
scriptT3D extension for Python
#5
11/23/2012 (6:24 am)
There is a resource called TGEpython that lets you use python inside TGE (Torque Game Engine 1st gen) games. It was developed for Minions of Mirth. If you can find it then porting it to TGB would be a breeze since TGB/T2D is very similar to TGE under the hood.