TGEA Browser Torque
by Taylor Petrick · 08/17/2008 (11:49 am) · 44 comments
Over a year ago, Neil Marshall developed a resource that allowed users to convert TGE into a browser plugin. I've successfully ported this resource to TGEA 1.0.X, and I'm working on a TGEA 1.7.X port now. The port took only 6 or so hours, with the majority of my time being spent on the winWindow and platformVideo changes. The core browser code developed by Mr. Marshall was not changed and it was fully compatible with TGEA 1.0.X. A few issues are still present, such as the lighting issue seen in the screenshot and unexpected crashes. After I fix these issues, I'll post my code on the TDN.
Since my screen is wide screen, I'll post a link to the screenshot rather than an actual image:
img169.imageshack.us/img169/3165/pluginkl4.jpg
Stay tuned.
Since my screen is wide screen, I'll post a link to the screenshot rather than an actual image:
img169.imageshack.us/img169/3165/pluginkl4.jpg
Stay tuned.
About the author
Recent Blogs
• N-PAL and My Lack of Updates• TGEA PhysX: Part 6
• TGEA PhysX: Part 5
• TGEA PhysX: Part 4
• TGEA 1.8.1 PhysX - Part 3
#2
tdn.garagegames.com/wiki/TGE/Code/How_to_make_torque_a_plugin
08/17/2008 (12:20 pm)
In case you were looking for the old TGE version, you can find it here:tdn.garagegames.com/wiki/TGE/Code/How_to_make_torque_a_plugin
#3
08/17/2008 (1:39 pm)
wow, its mini IA...
#4
08/17/2008 (1:40 pm)
Hehe, wait until I port to 1.7.1.
#5
08/17/2008 (2:06 pm)
Oh, nice stuff! Any TGB support planned?
#6
08/17/2008 (2:07 pm)
I don't own TGB personally, but the original resource should work well with TGB. TGB is OpenGL, right?
#7
Will
08/17/2008 (3:06 pm)
Wow awesome work keep it up, looks like its going to be a cool project!Will
#9
08/17/2008 (7:49 pm)
To tell you the truth, I have not tried it in Fire Fox yet. The old browser plugin for TGE worked fine in FF for me, so I'm hoping the story is the same for my TGEA version. The neat thing is, the only changes I had to make to the actually browser code were comments to the "platform/platformOGLVideo" includes. Everything else was compatible with TGE and TGEA, and probably TGB too. The only big set back now is that TGEA 1.7.x has a brand new main loop. All of the main loop calls in the browser code are gonna have to be redone. Not looking forwards to that, but once I get into the flow of things it should be ok. Also, as of now, 99% of bugs are killed.
#10
08/17/2008 (7:51 pm)
Awesome! Thanks for the insights.
#11
img80.imageshack.us/img80/4659/84588847pe1.jpg
You gotta love Space Ork.
08/17/2008 (8:01 pm)
No problem. Personally, I'm just glad it turned out well. Also, I've found another neat thing. When using a empty HTML page to house the plugin, things tend to stretch. I tried putting the plugin into my Dark Legions site and it turned out perfectly. The Dark Legions site is running phpNuke, and if anyone needs it I can give out the my Nuke plugin module along with the plugin code itself. Anyways:img80.imageshack.us/img80/4659/84588847pe1.jpg
You gotta love Space Ork.
#12
08/17/2008 (8:28 pm)
Holly Crapolla! Very cool indeed! Yes, the phpNuke plugin would be a perfect implementation example!
#13
08/18/2008 (3:03 pm)
I'm very interested in this Taylor. Keep us updated with your progress.
#14
08/18/2008 (3:04 pm)
Will do. I'm working on the file transfer code this very moment. After its done, I'll release a little demo and the source changes.
#15
Bloom Shot:
img244.imageshack.us/img244/8503/bloomcq3.jpg
08/19/2008 (7:26 am)
Bloom, DRL, etc all work. Just finished checking them over. I'll release my code changes in a few hours.Bloom Shot:
img244.imageshack.us/img244/8503/bloomcq3.jpg
#16
08/19/2008 (3:57 pm)
I haven't read the EULA recently, is there anything stopping us from releasing a game via the web?
#17
Also, the code has arrived. Download the TGEA version of the browser plugin here:
darkbanestudios.vault.ign.com/TGEA_Plugin.zip
Simply drop this into a stock TGEA 1.0.3 folder. I've included the project files too. Full instructions can be found on the old TGE page here: tdn.garagegames.com/wiki/TGE/Code/How_to_make_torque_a_plugin
If anyone manages to get the file transfer code working, let me know. If anyone would like to help work on a 1.7.1 port, drop me a line at the email in my profile.
08/19/2008 (6:06 pm)
I'm not a EULA/legallities expert, but I think it should be fine. Also, the code has arrived. Download the TGEA version of the browser plugin here:
darkbanestudios.vault.ign.com/TGEA_Plugin.zip
Simply drop this into a stock TGEA 1.0.3 folder. I've included the project files too. Full instructions can be found on the old TGE page here: tdn.garagegames.com/wiki/TGE/Code/How_to_make_torque_a_plugin
If anyone manages to get the file transfer code working, let me know. If anyone would like to help work on a 1.7.1 port, drop me a line at the email in my profile.
#18
08/20/2008 (5:26 pm)
There is nothing in the EULA preventing you from releasing your game with a browser plug in.
#19
08/26/2008 (12:19 am)
@Taylor: nice work. if you need some help for the TGEA 1.7.1, just drop me an email at frank at indie-zone dot com
#20
08/26/2008 (12:38 pm)
Thanks Frank, I sent an email. I'm really glad my work has picked up some interest in the community, and that others wish to make it more useful by improving/porting it.
Torque Owner Deepeyed
Neil