TGEA Browser Torque
by Taylor Petrick · 08/17/2008 (4:49 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
#22
10/15/2008 (10:33 am)
How's the progress going on this Taylor?
#23
10/15/2008 (10:35 am)
I haven't been working with it much, as I'm back in school again.
#24
10/15/2008 (10:55 am)
No worries Taylor. Just curious. Education first... :) Look forward to this in the future.
#25
TGEA 1.7.1 port ^
Enjoy. ;)
10/18/2008 (7:35 am)
www.garagegames.com/mg/forums/result.thread.php?qt=80139TGEA 1.7.1 port ^
Enjoy. ;)
#26
10/18/2008 (7:49 am)
Great! :) Thanks
#27
12/27/2008 (12:08 am)
What development environment is everyone using to get the plugin to compile? I've got VS05 and VS08 on Vista with Mar08 DX, but have not had any luck getting it to compile, I'm getting a fair amount of atl errors. Any help would be appreciated, I'm fairly new to TGEA, more of a traditional programmer than a game programmer but I'd like to get the browser plugin to compile and work so I can prove out some things for a startup I'm working with.
#28
12/31/2008 (12:28 am)
I used VS05 Pro to compile, I think you need Standard or higher for ATL libraries.
#29
01/07/2009 (6:51 pm)
@Taylor: Could you repost the link to the TGEA 1.7.1 port? The thread has been locked, and link has been removed. Thanks.
#30
02/04/2009 (8:01 pm)
I've got the 1.7.1 port working when I compile it with VS2005 Pro. I also have it compiling with VS2008 Pro, it's the same codebase - just different solution/project files. But my VS2008 build only registers the tlb when using regsvr32, so I can't use the standard <object> tags to create the COM object. It's got to be a setting with my VS08 project file or the way VS08 creates dynamic dll. Anyone have similar experience with VS08? Or VS08 in general that could help me out?
#31
05/01/2009 (9:23 am)
Anyone care to reupload, Links to download dont work
#32
05/01/2009 (9:29 am)
I can send you the zip, however you have to be a TGEA owner. Your profile says you don't own a Torque engine.
#33
I'm interested in this as well. I tried out the OSA Kit with TGEA, but I couldn't get it to embed.
I would like to try this. Do you think it would work with TGEA 1.8.1?
Anyway, if you wouldn't mind sending me the zip, my email is in my profile.
Thanks!
05/02/2009 (8:57 pm)
Hi,I'm interested in this as well. I tried out the OSA Kit with TGEA, but I couldn't get it to embed.
I would like to try this. Do you think it would work with TGEA 1.8.1?
Anyway, if you wouldn't mind sending me the zip, my email is in my profile.
Thanks!
#34
05/02/2009 (8:59 pm)
Its not currently working with TGEA 1.8.1. Once I finish my PhysX work, I plan on porting an re-releasing it for TGEA 1.8.1, though if you still want a copy I can send one.
#35
Thanks for taking the time to send it.
The PhysX stuff is awesome! And I'm looking forward to the browser for 1.8.1.
05/02/2009 (10:19 pm)
Yes, I would like to try it out with 1.7 then.Thanks for taking the time to send it.
The PhysX stuff is awesome! And I'm looking forward to the browser for 1.8.1.
#37
05/10/2009 (8:52 pm)
I'm a little late but I want to try a few things with this. I'd like a copy as well. :)
#38
05/10/2009 (8:55 pm)
I'll need you email. ;)
#39
Take a look at the Roozz plugin at www.3djam.com/roozz it will allow you to publish a TGEA or TGE based game in a few minutes with out having to recompile your .exe file.
This game is already using it: www.orangefps.com/game.html
This page has some video tutorials that show you how to get started:
www.3djam.com/roozz/default.aspx?c=tutorials.
05/15/2009 (1:07 pm)
Dear All. Take a look at the Roozz plugin at www.3djam.com/roozz it will allow you to publish a TGEA or TGE based game in a few minutes with out having to recompile your .exe file.
This game is already using it: www.orangefps.com/game.html
This page has some video tutorials that show you how to get started:
www.3djam.com/roozz/default.aspx?c=tutorials.
#40
Dear Taylor,
Would you mind to send one copy to my email also:
caiy0004@ntu.edu.sg (i am TGEA owner)
Thank you so much.
best regards.
05/26/2009 (4:27 pm)
@TaylorDear Taylor,
Would you mind to send one copy to my email also:
caiy0004@ntu.edu.sg (i am TGEA owner)
Thank you so much.
best regards.
Torque Owner Rui Barbosa
Any progress on this?
Is this already stable?
I remember someone was working on something like that a couple of years ago
But, intead of releasing it as part of the engine, it seesms that it was used as a platform for creating instant-action.
I wonder if GG is planning on releasing the Web-plugin capability for the general public, or is it going to be kept separated for instant-action only.
I really would love to have that capability in Torque.
Unity 3D, for insance, allows developers to deploy browser-capable veersions of their games, and I beieve Torque should allow that, too.
Don't get me wrong, I love Torque, but should the guys at Unity 3D release a version of it that can be used to create content on a PC, rather than on a Mac, we (at the company I work at) would have no option but switch to it.
So, basicaly, what we have been doing down here is wait for whichever happpens first: GG to integrate browser functionaiuty into Torque, or U3D to release a PC version of their development kit.
I would really love to hear from the GG guys, what are the plans regarding web-browser capability or new versions of Torque Advanced.
I would pay an extra $200 for the indie license, to get that extra capability. Maybe even 500 dollars for the indie license, as long as it comes from GG, I mean, as long as it is officialy released by GG itself.
Anyway, I am loving TGEA 1.7.1... I would just love it so much more if the apps could run in the browser.
Just mmy 2 cents.
Cheers,
Rui