Question about converting my game to the upcoming Torque 3D
by Nicolai Dutka · in Torque Game Engine Advanced · 03/24/2009 (12:45 pm) · 7 replies
Let me be very specific:
I used the "T3D" game example from my TGEA 1.8.1 installation folder to create my game.
I am now considering to pre-order Torque 3D. When I get it, will I be able to convert my current TGEA 1.8.1 project to work with the new Torque 3D?
I used the "T3D" game example from my TGEA 1.8.1 installation folder to create my game.
I am now considering to pre-order Torque 3D. When I get it, will I be able to convert my current TGEA 1.8.1 project to work with the new Torque 3D?
#2
03/25/2009 (7:46 am)
Obviously source code changes will need to be ported. The Player class is supposed to have quite a few more features in Torque3D so you might have some work merging your changes into that.
#3
Failing that, a nice step-by-step tutorial with pictures. :)
03/25/2009 (9:00 am)
What I am hoping for is a conversion utility. Click, tell it where my game folder is, click, done! Let that thing run and voila! Files converted to Torque 3D! This is what we really need!Failing that, a nice step-by-step tutorial with pictures. :)
#4
It's a simple enough procedure to find the differences (WinMerge) and move your changes over. The difficulty comes in fundamental changes in the source and having to re-learn how to use various engine level features for porting.
03/25/2009 (10:52 am)
I would never use such a conversion "utility". I don't even use the project generator but create one manually. But that's just me, I like knowing what's going on and the challenge of learning something new. But most of all I want control of my project(s) and not some kind of "wizard".It's a simple enough procedure to find the differences (WinMerge) and move your changes over. The difficulty comes in fundamental changes in the source and having to re-learn how to use various engine level features for porting.
#5
Let a utility do it, and you have no way of knowing what happened. Worse yet, you don't learn about the changes in the new version, and will run into issues when doing new work. Do it by hand.
They've unofficially said that T3D should be able to run with no conversion of your non-code content. That is, directory structure, data files, scripts. Though there is a new directory structure style, there's going to be some backwards compatibility here.
Obviously you'll have to spend some time with your favorite merge tool (go item by item) porting your changes to the source. I wouldn't expect this to be that much worse than porting from TGE to TGEA, and it's a great hands-on way to see what's changed.
This is the part where you win big if you've logged all of your code changes as you've worked. It seems annoying at first, but when porting you'll be very glad if you have a printable list of changes with line numbers to follow along with. I just keep a notepad and jot them down while I work, I find it less annoying than tabbing out every time I edit. They go into the official log at the end of the day.
I also recommend clearly IDing your changes in the existing code with some kind of personal comment tag.
I do this:
Looks a little OCD, but my ports to new Torque versions take less than an hour even with a huge number of changes. Lots of people do this, and there are plenty of common styles. Just make sure it's something unique so that you can search for your tags easily.
03/26/2009 (12:32 pm)
Porting Day is like a holiday for me. I've done it so many times with the various Torque versions it's actually become fun, somehow.Let a utility do it, and you have no way of knowing what happened. Worse yet, you don't learn about the changes in the new version, and will run into issues when doing new work. Do it by hand.
They've unofficially said that T3D should be able to run with no conversion of your non-code content. That is, directory structure, data files, scripts. Though there is a new directory structure style, there's going to be some backwards compatibility here.
Obviously you'll have to spend some time with your favorite merge tool (go item by item) porting your changes to the source. I wouldn't expect this to be that much worse than porting from TGE to TGEA, and it's a great hands-on way to see what's changed.
This is the part where you win big if you've logged all of your code changes as you've worked. It seems annoying at first, but when porting you'll be very glad if you have a printable list of changes with line numbers to follow along with. I just keep a notepad and jot them down while I work, I find it less annoying than tabbing out every time I edit. They go into the official log at the end of the day.
I also recommend clearly IDing your changes in the existing code with some kind of personal comment tag.
I do this:
// [HNT] [1/5/09] - Disable steering control for mDisableMove ...whatever new or changed code... // [/HNT]
Looks a little OCD, but my ports to new Torque versions take less than an hour even with a huge number of changes. Lots of people do this, and there are plenty of common styles. Just make sure it's something unique so that you can search for your tags easily.
#6
has anyone had any luck porting TGEA to T3D, I haven't been able to but I'm just a novice scripter
the project's structures look totally different to me,
if anyone has a walkthrough of how they did it or some tips/best practices/tutorials for porting your projects over please share
07/01/2009 (8:36 pm)
so how about an update?has anyone had any luck porting TGEA to T3D, I haven't been able to but I'm just a novice scripter
the project's structures look totally different to me,
if anyone has a walkthrough of how they did it or some tips/best practices/tutorials for porting your projects over please share
#7
07/04/2009 (8:55 am)
oooh, its been a pain porting over, if they "gonna make it easy", they better start. beta 4 is coming soon
Torque Owner Brandon Baker
World Core Studios
i think what they are going to do is make like a little porting program with T3D but as i have no info on that and its just my own idea so i have no clue. :P