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Plan for MrPhil (Philip Ludington)
Plan for MrPhil (Philip Ludington)
| Name: | MrPhil (Philip J. Ludington) | ![]() |
|---|---|---|
| Date Posted: | Oct 13, 2005 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for MrPhil (Philip J. Ludington) |
Blog post
Things I learned a Torque Boot Camp Day 2
- Successful people just fiddle with Torque for a good while before trying to make a game
- SceneObject bins help limit the amount of collision math/processing that is needed
- Portals are about DIF not DTS
- Gotcha using RenderTransform() instead of normal Transform()
- GameBase datablocks, processTick(), ControlObjects
- ShapeBase
... Assumes a 3D world
... TGE isn't totally thread safe
...... this is one of the improvements in TGS
...... Atlas and IRC needed multi-threading ability
... MountingImages
... Events are not the same as Call-Backs CallBacks are in process, meaning they are part of the Tick process, but Events are processed outside the tick 'loop'
- Player
... ConsoleMethod( Player, MethodName, Const Char*, 3, 3, "help string" );
... Argv array of arguments, C++ args, not script arguments
... dSscanf d is for dynmaix; cross-platform consistency, but might act a little different than a standard lib function
... Con::executef purpose so C++ can call script, Don't block b/c its during a tick (most likely)
... Schedule 0 means next available moment (After tick and other sensitive work)
... SimEvent would be a good way to hook in a non-Torque application with TCP/IP
Game on,
MrPhil, Owner
Mr. Phil Games
Previous Plan Next Plan
Mirrored
- Successful people just fiddle with Torque for a good while before trying to make a game
- SceneObject bins help limit the amount of collision math/processing that is needed
- Portals are about DIF not DTS
- Gotcha using RenderTransform() instead of normal Transform()
- GameBase datablocks, processTick(), ControlObjects
- ShapeBase
... Assumes a 3D world
... TGE isn't totally thread safe
...... this is one of the improvements in TGS
...... Atlas and IRC needed multi-threading ability
... MountingImages
... Events are not the same as Call-Backs CallBacks are in process, meaning they are part of the Tick process, but Events are processed outside the tick 'loop'
- Player
... ConsoleMethod( Player, MethodName, Const Char*, 3, 3, "help string" );
... Argv array of arguments, C++ args, not script arguments
... dSscanf d is for dynmaix; cross-platform consistency, but might act a little different than a standard lib function
... Con::executef purpose so C++ can call script, Don't block b/c its during a tick (most likely)
... Schedule 0 means next available moment (After tick and other sensitive work)
... SimEvent would be a good way to hook in a non-Torque application with TCP/IP
Game on,
MrPhil, Owner
Mr. Phil Games
Previous Plan Next Plan
Mirrored
Recent Blog Posts
| List: | 12/02/05 - Plan for MrPhil (Philip Ludington) 10/20/05 - Plan for MrPhil (Philip Ludington) 10/13/05 - Plan for MrPhil (Philip Ludington) 10/12/05 - Plan for MrPhil (Philip Ludington) 10/11/05 - Plan for MrPhil (Philip Ludington) 10/09/05 - Plan for MrPhil (Philip Ludington) 10/08/05 - Plan for MrPhil (Philip Ludington) 07/14/05 - Plan for MrPhil (Philip Ludington) |
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Submit your own resources!| Jason Swearingen (Oct 13, 2005 at 17:46 GMT) |
| David Stewart (Oct 13, 2005 at 18:40 GMT) Resource Rating: 5 |
Quote:
We've also added a lot of multithread safing into the engine. TGE runs single-threaded, same as before, but if you want to interface it with multithreaded code (like, say, the background loader in Atlas, or a certain IRC library I know of), the hooks are in there now.
| David Stewart (Oct 13, 2005 at 18:51 GMT) Resource Rating: 5 |
Thanks again for making these .plans. They are very informative.
Sounds like you are getting a lot out of the boot camp.
| Rex (Oct 14, 2005 at 03:16 GMT) |
| MrPhil (Philip J. Ludington) (Oct 14, 2005 at 18:32 GMT) Resource Rating: 3 |
@ Jason & David - I guess the term "multi-threaded" is kind of a vague. The way to look at it is that with 1.4 TGE will be thread safe but still all run in one thread.
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