Engine Simplification - TGEB
by Darrel Cusey · 03/08/2006 (11:18 am) · 22 comments
Over the next several weeks (and probably months), I plan to create the TGE-B (for "Torque Game Engine Basic") which will be a simplified version of the Torque Game Engine, based on the 1.4 HEAD (from 03/08/06).
Here's my current "hit list" (this is likely to change and expand as I learn more about the TGE):
1. Elimination of the "Common" directory. I know, that's blasphemy, but I've found serious problems with maintaining such a structure (especially as developers start going in MMO directions), which I'll try to explain in the tutorial.
Merging Common Tutorial is now here
2. Merging your module of choice. This tutorial shows you how to merge your module of choice into /client, /server and /creator directories. I used /starter.fps, but this should work with very little modification with /tutorial.base, /starter.racing, or practically any other "mod".
Merging Your Game Module Tutorial is now here
3. Elimination of the "Module" functionality of TGE. It's a "nice" feature, but for many developers (especially Indies), they simply can't afford (in terms of time and resources) to support "Mods" in their products. For MMO developers, "mods" are simply not an option -- unless you want everyone in your mmo doing "Flame Waves in Town."
4. Elimination of the "Package" functionality of TGE. Again, it's a "nice" feature, but seems like overkill to overload the onStart, onExit, et. al. functions. The same process of execution can be accomplished with much simpler code.
5. Elimination of the "Argument Parsing" functionality of TGE. Again, a "nice" feature, but seldom used in production code (see also #2 above). Also, this feature adds tremendous bulk to the script codebase when you look at all the support code that's needed to make it work.
6. Elimination of the "Command Line Help" functionality of the TGE. This goes along with #4 -- together these 2 should give you a package that's a lot more secure, and less prone to "tinkering" by clients, which again is critical for developers who are trying to build an MMO.
Steps 3 through 6 are covered in Removing Module, Package, and Command-line Functionality
Edit: Took out the part about the option of selling this, since it's not possible for people to sell derivative engines according to the EULA.
Edit: Added the URLs to the approved tutorials.
Edit: The original EULA paragraph keeps popping back, so I removed it again.
Here's my current "hit list" (this is likely to change and expand as I learn more about the TGE):
1. Elimination of the "Common" directory. I know, that's blasphemy, but I've found serious problems with maintaining such a structure (especially as developers start going in MMO directions), which I'll try to explain in the tutorial.
Merging Common Tutorial is now here
2. Merging your module of choice. This tutorial shows you how to merge your module of choice into /client, /server and /creator directories. I used /starter.fps, but this should work with very little modification with /tutorial.base, /starter.racing, or practically any other "mod".
Merging Your Game Module Tutorial is now here
3. Elimination of the "Module" functionality of TGE. It's a "nice" feature, but for many developers (especially Indies), they simply can't afford (in terms of time and resources) to support "Mods" in their products. For MMO developers, "mods" are simply not an option -- unless you want everyone in your mmo doing "Flame Waves in Town."
4. Elimination of the "Package" functionality of TGE. Again, it's a "nice" feature, but seems like overkill to overload the onStart, onExit, et. al. functions. The same process of execution can be accomplished with much simpler code.
5. Elimination of the "Argument Parsing" functionality of TGE. Again, a "nice" feature, but seldom used in production code (see also #2 above). Also, this feature adds tremendous bulk to the script codebase when you look at all the support code that's needed to make it work.
6. Elimination of the "Command Line Help" functionality of the TGE. This goes along with #4 -- together these 2 should give you a package that's a lot more secure, and less prone to "tinkering" by clients, which again is critical for developers who are trying to build an MMO.
Steps 3 through 6 are covered in Removing Module, Package, and Command-line Functionality
Edit: Took out the part about the option of selling this, since it's not possible for people to sell derivative engines according to the EULA.
Edit: Added the URLs to the approved tutorials.
Edit: The original EULA paragraph keeps popping back, so I removed it again.
About the author
#22
03/19/2006 (10:14 pm)
I know some people dont like this, but I think it can be very helpful for anyone messing around in the engine... good job man 
Torque Owner Darrel Cusey
Personally, I like this script codebase so much, that I'll definitely be using it for all future development and tutorials. Thank you everyone for your interest, comments, and support!