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TGB/TGEA integration first pass
TGB/TGEA integration first pass
| Name: | Prairie Games | ![]() |
|---|---|---|
| Date Posted: | Nov 28, 2007 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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Blog post
I got the first pass at TGB/TGEA integration completed. TGB/TGEA are running in the same process rendering to the same window... I can already tell how cool this is going to be :)
There's still a fair bit of work to do... Tomorrow I should be able to get the rendering cleaned up a bit and hopefully get the input working. I am going with TGB as the platform layer... since it is a little more complicated and it would be harder to get what it needs into the TGEA platform...

This is the actual Python script... though, it is a bit of a gross simplification of what is actually going on. :)
-JE
There's still a fair bit of work to do... Tomorrow I should be able to get the rendering cleaned up a bit and hopefully get the input working. I am going with TGB as the platform layer... since it is a little more complicated and it would be harder to get what it needs into the TGEA platform...

This is the actual Python script... though, it is a bit of a gross simplification of what is actually going on. :)
#Torque Game Builder
from pytgb.engine import TGBInitialize, TGBShutdown
from pytgb.engine import Game as tgbGame
#Torque Game Engine Advanced
from pytgea.engine import TGEAInitialize, TGEAShutdown
from pytgea.engine import Game as tgeaGame
TGBInitialize()
TGEAInitialize()
while tgbGame.isRunning():
tgbGame.tick()
tgeaGame.tick()
TGEAShutdown()
TGBShutdown()
-JE
Recent Blog Posts
| List: | 03/29/08 - TGEA 1.7 Build System and Embedded Python 03/14/08 - MegaTerrains - TGEA Update 01/18/08 - Minions of Mirth: Undead Wars Expansion 01/04/08 - Physics Overhaul - Video 12/26/07 - Web Integration - Video 12/21/07 - New MMO Client - Trees - Day/Night Video 12/18/07 - Minions of Mirth - 1.26 - Holiday Edition! 11/28/07 - TGB/TGEA integration first pass |
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Submit your own resources!| Adam deGrandis (Nov 28, 2007 at 03:24 GMT) |
| Dave Young (Nov 28, 2007 at 04:59 GMT) |
| Prairie Games (Nov 28, 2007 at 05:36 GMT) |
| Vashner (Nov 28, 2007 at 05:39 GMT) |
| Prairie Games (Nov 28, 2007 at 11:38 GMT) |
| Rubes (Nov 28, 2007 at 18:00 GMT) |
| Johnathon (Nov 29, 2007 at 00:40 GMT) |
| Mike Rowley (Nov 29, 2007 at 00:52 GMT) |
| Prairie Games (Nov 29, 2007 at 04:10 GMT) |
| Johnathon (Nov 29, 2007 at 04:20 GMT) |
| Daniel Staub (Nov 30, 2007 at 13:45 GMT) |
I'm lost.
Correct me where I am wrong but this is how I translated your .plan;
GCC-XML -> Custom C++ bit -> pygccxml -> SIP gives Python access to all the TGB and TGEA goodness.
Would this allow you to use 100% Python to write TGB and TGEA based games?
Sammual
| Prairie Games (Nov 30, 2007 at 14:41 GMT) |
This'll allow us to write most of our code in Python. C++ is used where speed is critical and/or an interface is hard to derive... TorqueScript is not used for new code, though we modify it where there is already significant amounts of TorqueScript code.
The next update on this stuff should be pretty interesting... I'll definitely post some example of deriving from GuiControl directly in script... and using GFXDevice, etc... it is really powerful stuff.
| Chaim Krause (Dec 11, 2007 at 02:10 GMT) |
| Johnathon (Dec 11, 2007 at 03:14 GMT) |
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