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Question

by Josh Noland · in Torque 3D Beginner · 07/10/2013 (3:21 pm) · 5 replies

Hey guys,

So I have some project questions and I will get the photo's uploaded shortly to help with this process.
I noticed when a new project is made with T3D it comes with all the basic stuff, however I really like a very simple file system to work with.

This first link is a stock new project

[img]http://s24.postimg.org/osf0e8xpt/Stock.jpg[/img]

This link is how I would like mine to look for daily basis reasons

[img]http://s14.postimg.org/ugo7i5r7h/Mine.jpg[/img]

As far as the build files folder is concerned I am fine with the engine the way it is to be honest unless adding radar for example requires it.

As for the Source Folder is that really needed and if so what for?

Seeing how I am not out to release a web based game is that folder required at all?

And finally as far as all the batch files are concerned what would I need those for specifically if I know where every new file of mine is located?

I guess at the end of the day this is all about understanding key areas of the engine.

Game on looking forward to a good conversation with the community :)

Now then lets go a bit further into it with this link here

[img]http://s9.postimg.org/lbd1spzp7/Questions.jpg[/img]

What can I strip away from that directory?

About the author

I have worked with Source, Hero Engine, And now Torque 3D, i have 15 years of exp. with special effects, CGI, and game development. im dedicated and extremely motivated. Murk


#1
07/10/2013 (3:39 pm)
1st
when you create a new Project
choose the Empty Template
(Currently there is no really Clean template
Daniel Buckmeister is working on a Barebones Template that would
more or less give you what you ask for)
however am not quiet sure where he is hiding it as its currently still wip

2nd
under modules
you can tick on/ off what stuff you want your build to have

for Example Extended Move is used for Occulus Rift
and
sidenote
you can always regenerate a project and the modules
so no need to worry

and there is a reason why the project generator generates those
bat files
they are used to clean
shaders
to delete .dso files
to generat a/ the project

and yes you can go another route and that would be to use cmake

the web folder is not needed if you do not wish to create a web game

regarding teh source folder it is used by torque
for example when compiling it takes the torqueConfig.h
to determine what to compile and what not

another usage can be if you do not wish to mess up your code
so use ifdef
and that can be turned on off in the
torqueConfig.h

example
// This is the lighting system thats enabled by default when the scene graphs are created.
//#define DEFAULT_LIGHTING_SYSTEM "SynapseGaming Lighting Kit"
#define DEFAULT_LIGHTING_SYSTEM "Basic Lighting"

when compiling so tehrefore yes it is needed
#2
07/11/2013 (6:35 am)
The source folder is for project-specific source files, if you are not going to change the source it doesn't matter. The batch files is for auto-deleting dso etc, they are optional.
As for stripping stuff out of the game folder, for a completely bare-bones single player games take a look at Daniel Buckmaster's t3d bones repository on Github
#3
07/11/2013 (9:58 am)
Did someone say t3d-bones? I haven't added anything to it for a while, after getting distracted by so many other things. It's basically as stripped-down as I could make the script code for loading a level, with no client/server outside what the engine enforces internally.

J0linar, I'm currently hiding in Belgium ;P. I'll be back in Australia soon, though...

Speaking of the source/ directory, does anyone actually use it for anything? I can't fathom it being useful since it's so far removed from other engine source code.

In the game/ directory, you can delete those IE and NP .dll files, since they're for web stuff.

I'd leave the buildFiles directory and generateProjects.bat, since you'll probably want to make some sort of source-code changes. Unless you're happy with the Steering Committee's release plan and the speed at which its progressing. IMO T3D isn't ready to make ambitious games without heavy source modification, but if you can get by without recompiling, by all means do so.
#4
07/11/2013 (12:03 pm)
Quote:does anyone actually use it for anything?
Yes, I use the source directory because you can override existing source files even in the core of the engine. For instance I modify the console files and add directories in the source directory that mimic those locations in the engine directory. I tell VC++ not to compile the original files and it acts as though the file is in the original location including header files. So the source directory is VERY useful.

There is even a resource to explain how to use this feature of VC++:
www.garagegames.com/community/resources/view/21664
#5
07/12/2013 (6:41 pm)
Wow thanks for all the info guys I will post more about this soon I am just swamped with work atm raising money for my game on my own as well as having a small investor on the project.


Murk