Game Development Community

TXB source

by Donavan Jones · in Torque X 2D · 10/07/2007 (2:47 pm) · 7 replies

Do you get the source to TXB when buying the indie copy? Is it wriiten in C#?

#1
10/07/2007 (3:07 pm)
No...... TXB is a port of TGB editor for using with TorqueX
#2
10/07/2007 (6:54 pm)
And it's written with C++ and TorqueScript. OpenGL was used as the graphics API for the viewport.

The editor is pretty far removed from the C# and XNA world. The only connection it has is through the XML serialization format GarageGames created for TorqueX.

I wish we had an editor based on C#/XNA with source, but I don't see that happening unless somebody in the community does it. It's unfortunate TXB is all we have to work with because I think that legacy editor code is like a monkey on TorqueX's back. It's not user extensible and it seems like updates and new features for it will be few and far between.
#3
10/08/2007 (3:07 pm)
Ideally we'd like to have in-engine tools. We've talked about it quite a bit but I can't give a definite yes or no at this point.
#4
04/11/2008 (1:22 pm)
I understand it's remote from XNA and C#, but I come from a C++ background (actually, it's all I've done professionally!) and I'd be interested to get my hands on the builder's source nonetheless. Is there a way to do that?

And what about the new version (3D support!) of the editor that you guys talk about on the builder's main page? Is that one done in C#?

thanks,

joce.
#5
04/11/2008 (2:33 pm)
I believe John is doing it in C# and on top of XNA and TorqueX so that it is truly WYSIWYG.
#6
04/11/2008 (7:14 pm)
Did I hear my name (ears perk up)? David's right, the 3D Builder is 100% C#, XNA, and Torque X. It's really just a fancy Torque X game that lets you dynamically create game objects and place them within the running scene. Then, when you're all done, the whole scene is serialzed to XML (subtracting out the tool-related objects) to leave you with a scene. Everything is WYSIWYG: running particle effects, lighting effects, normal mapping, etc. I don't know if the source code to the 3D Builder will be released/sold - but - it can be extended through a plug-in manager and an API. Anyone that can code in C#, and implement an interface, can write a plug-in that hands over control to the builder... you can use this to create your own editors that position objects within the scene, you can move the camera around, you can do anything you like. You can find some more notes here... www.garagegames.com/blogs/44338/14568 .

John K.
#7
04/11/2008 (9:13 pm)
Quote:it can be extended through a plug-in manager and an API. Anyone that can code in C#, and implement an interface, can write a plug-in that hands over control to the builder

How many can say that about C++ tools?! Huh?! Huh?! Pshaw at you unmanaged programmers! ;)

Quote: Give me your garbage collectors and together we shall rule the world!