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are these files essential to Torque 2d

by Jimmy R Armes · in Torque 2D Professional · 03/29/2013 (8:08 pm) · 2 replies

I'm wondering if Bison and Flex are essential to the engine it self or are they just used by Torque Script ?

Also Platform.h and Platform.ccp do we really need to define CPU's using today's compilers, which automatically or can be specifically set for a CPU at compile time, really nesacery any more ?

#1
03/30/2013 (5:18 am)
@Jimmy - I'll look into Bison and Flex, but they are hooked up to the compiler.

As for the CPU stuff, that's not for the compiler. That's for the the developers and end-user. Having CPU information can be useful for debugging problems, which is why we are printing them out during engine start up.
#2
03/30/2013 (6:57 am)
I'd guess that if you make any changes to TorqueScript you're going to want Bison and Flex - and probably this exact version. Have to ask the guys at Winterleaf, Frank or James - they've been playing in this area a lot lately.

And that's not "defining" the CPU, it's interpreting the information that is returned from querying the host system - Not setting the target processor but finding out what processor the end user has. As you stated, you can set your target processor in your compiler settings but this won't tell you what processor the guy playing your game is using.

You could use the CPU info to set limits on particles or some other performance-critical tasks to improve the player experience on low-end hardware, for instance.