Previous Blog Next Blog
Prev/Next Blog
by date

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:GarageGames Blog feedor 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

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)

Submit ResourceSubmit your own resources!

Jason Swearingen   (Oct 13, 2005 at 17:46 GMT)
Phil, your "TGE isnt thread safe".. i thought I read that 1.4 will be thread safe. is this not true?

David Stewart   (Oct 13, 2005 at 18:40 GMT)   Resource Rating: 5
From Ben's Sept. 9 .plan,
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
Phil,
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)
I agree, good 'punch-list' way to organize the train of thought about the information; already has helped me think about things in a different way.

MrPhil (Philip J. Ludington)   (Oct 14, 2005 at 18:32 GMT)   Resource Rating: 3
@ All - Thanks for the comments guys.

@ 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.

You must be a member and be logged in to either append comments or rate this resource.