Game Development Community

Plan: Opening

by Paul Kossler · 05/30/2006 (10:25 pm) · 1 comments

Greetings Torque Community,
I am working with a team to develop tools and games with and for the Torque engine. A quick bio: Software Architect, Senior Software Engineer, Electrical Engineer with a fair depth of knowledge for physics and mathematics. This is a hobby for me at the moment.
The torque engine idea and community is a grand one. I look forward to seeing how I can add to this effort.

My current plans:
Learn the primary TorqueScript Language: Done.
Script weave: NPC Dialog Editor. Done.
// todo: rewrite this in C++. Reasons: Resource management for runtime, creation and maintenance.
Weave script: Weather/Time. Done.
Compile main Torque.exe (TBE): Done.
Compile Torque LIghting Kit. Done.
Weave in FlashGui plugin:
Base (Torque):Done.
TLK: Done.
Weave in commanderHUD: Done.
Weave in advanced debugger: Inprocess.

Begin Blog for discussion of current architecture as I would truly grok it.
? What's up with the space delimiters???
? Global space is highly poluted.
? Lack of namespace. Is this for GC++ compatability?
? Examine refactoring changes on Script Engine.
? Uses TRICKY #define for creation of Console objects.

I welcome any suggested reading.

I would like to know the coding standard for the project and hope to help bring out the engines amazing potential.


-Paul Kossler
paulkossler@yahoo.com

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