Plan for Gary "ChunkyKs" Briggs
by Gary "ChunkyKs" Briggs · 03/14/2005 (11:11 pm) · 2 comments
I got a TGE license many moons ago, with some wonderful ideas of the games I want to write. But you know, every time I sat down to do some actual work with TGE, I'd start to get overwhelmed, and I'd just give up; TGE is *big*, to anyone who's not looked at it before.
As a managable component of one of my projects, I was trying to get another of my pet projects, JuggleMaster into TGE. Seems obvious, right? I mean, it's based around a pretty portable C++ core library, and TGE is a pretty portable chunk of C++ code...
But no.
So T2D gets released with the mantra of "use the damn script and avoid the C++", and I'm hit by a brainwave; why keep bashing my head on C++, when I could port the C++ to torquescript, and learn how the C++ works along the way? [That's a big embarrasing secret; I've written lots of apps using jmlib, and I have the source for it, yet I still have no idea how it works. Bleh]
Anyways. I'm still having major issues with getting the juggling library to actually juggle, but I got a few of the other bits working.
It's been driving me nuts that in the months of working with Torque, I've got nada to show for it, so I'm putting up something that's basically completely worthless to anyone who doesn't already understand it: Along the way, I learned torquescript and many of it's wrinkles, and how jugglemaster validates juggling patterns, so I don't feel quite so bad...
icculus.org/~chunky/stuff/jmts/jm-random.tar.gz
Run T2D with "-mod jm-random", and in the console run "canvas.pushDialog(RandomPattern);".
Most of you undoubtedly won't care, but I'm hoping there's just a couple jugglers out there who'll think it's pretty neat. I've got a few more bugs to iron out in the actual juggling bit [make it juggle, stuff like that], and I'm really hoping to release a full thing soon.
Gary (-;
As a managable component of one of my projects, I was trying to get another of my pet projects, JuggleMaster into TGE. Seems obvious, right? I mean, it's based around a pretty portable C++ core library, and TGE is a pretty portable chunk of C++ code...
But no.
So T2D gets released with the mantra of "use the damn script and avoid the C++", and I'm hit by a brainwave; why keep bashing my head on C++, when I could port the C++ to torquescript, and learn how the C++ works along the way? [That's a big embarrasing secret; I've written lots of apps using jmlib, and I have the source for it, yet I still have no idea how it works. Bleh]
Anyways. I'm still having major issues with getting the juggling library to actually juggle, but I got a few of the other bits working.
It's been driving me nuts that in the months of working with Torque, I've got nada to show for it, so I'm putting up something that's basically completely worthless to anyone who doesn't already understand it: Along the way, I learned torquescript and many of it's wrinkles, and how jugglemaster validates juggling patterns, so I don't feel quite so bad...
icculus.org/~chunky/stuff/jmts/jm-random.tar.gz
Run T2D with "-mod jm-random", and in the console run "canvas.pushDialog(RandomPattern);".
Most of you undoubtedly won't care, but I'm hoping there's just a couple jugglers out there who'll think it's pretty neat. I've got a few more bugs to iron out in the actual juggling bit [make it juggle, stuff like that], and I'm really hoping to release a full thing soon.
Gary (-;
About the author
Associate Ben Garney