Completed Games - What % TorqueScript? What % Custom C++?
by Chaim Krause · in Torque Game Builder · 12/15/2007 (5:48 pm) · 9 replies
I'm not sure how often these forums are visited by developers who have completed projects beyond the "just tinkering" or "technology demo" stage, but I would like to know, if at all possible, if games out in the "real world" have been written solely with TorqueScript or if it was necessary to use custom C++ code, be that modifications to the TGB source or otherwise.
I am asking this purely because I am curious.
I am asking this purely because I am curious.
#2
12/16/2007 (1:59 am)
C++ is not a necessity. But it can be easier for some things.
#3
12/16/2007 (8:08 am)
I'm thinking that all TGB games released commercially so far have had some amount of C++ additions.
#4
For example, I had a game which I wanted to be able to calculate the longest path. It was way too slow in script and so I put it into C++. That was the only thing in C++. Other games have complicated logic that I find easier to put completely into C++. In other cases, I wanted custom GUI elements, which always require C++ code.
At my best guess, I could have written all of the simple games (card, dice) without C++ code. Some of the more complicated games probably could have been written without any C++ code, but I will admit that there are instances where I would have spent days in TorqueScript getting done what took a matter of a few hours in C++.
12/16/2007 (10:09 am)
All of my games written in TGB have been freeware. I would say that I do, on average, 40% C++ code to 60% scripting. It varies from none to very high, depending upon the project.For example, I had a game which I wanted to be able to calculate the longest path. It was way too slow in script and so I put it into C++. That was the only thing in C++. Other games have complicated logic that I find easier to put completely into C++. In other cases, I wanted custom GUI elements, which always require C++ code.
At my best guess, I could have written all of the simple games (card, dice) without C++ code. Some of the more complicated games probably could have been written without any C++ code, but I will admit that there are instances where I would have spent days in TorqueScript getting done what took a matter of a few hours in C++.
#5
* Adding a A* pathfinding resource from this web site to the code (code was already finished, just needed to integrate)
* Fixed 1 bug in the engine
It's entirely possible to create games only in script. However, knowing C++ helps a lot. The next game I do in TGB will probably use more C++.
12/16/2007 (1:30 pm)
My game, Marble Tactics (www.garagegames.com/products/150/), used mainly script. In fact, the only two things I did in C++ were:* Adding a A* pathfinding resource from this web site to the code (code was already finished, just needed to integrate)
* Fixed 1 bug in the engine
It's entirely possible to create games only in script. However, knowing C++ helps a lot. The next game I do in TGB will probably use more C++.
#6
12/17/2007 (2:25 am)
All games I know that are commercially available had C++ changes.
#7
12/18/2007 (2:29 pm)
I am a hobby developer, and thus have no C++ skills. I've always been able to create work arounds in script, but its pretty safe to assume that any commercial game has some C++ modifications/additions. As far as "real world" games, you can find anything.
#8
12/18/2007 (3:51 pm)
Thanks for the input folks. This is very useful information.
#9
12/20/2007 (10:13 am)
The only thing I need to do in the engine is write a function that returns the current date and time. /Everything/ else is purely in script.
Torque Owner Conor O Kane
droneswarm.com