How do I start my own Torque project using TBE?
by Chris Calef · 04/12/2005 (2:26 pm) · 0 comments
Whenever you start working with a large existing code project, the first step is always the same: Make A Working Copy. The reason is pretty obvious -- you might screw up. Even for those superhumans who never make mistakes, it is nice to have the original of the project lying around for comparison, and for those of us who do mess up every now and then, it's invaluable to have the original files sitting right there at all times so you can always return to a functional copy.
It may be too late for this, but just so you know, the best time to do this is before you compile the first time. The reason for this is that the compile process makes a whole bunch of special files called "object files" which take up a lot of space, and you don't really need old copies lying around.
So, step one:
1) If you installed the Torque SDK into its default directory, then you have a C:\torque\SDK directory where the whole game lives. Make a copy of that SDK directory, and name it something you want to live with for a while. For this tutorial, we'll call it "myProject".
Now, you have in C:\Torque\myProject a complete working copy of your torque game.
That's basically what you do for any code project. The next steps have to do with Eclipse, for using TBE in particular.
2) Eclipse has a file called .project, which it uses to store information. If you already installed TBE before you got here, then you already have a .project file in SDK, and hence also have one in myProject. The only problem is, you need to change the name of the project in the one that's in myProject, or else Eclipse will complain that it already has a project of this name when you try to load it up.
So, using any text editor, open up C:\Torque\myProject\.project, and find the following:Torque . change the text in there to myProject, or whatever you want.
That was the only weird part. Now,
3) Now, open up Eclipse, and go to File->Import. Pick "Existing Project into Workspace".
4) in the Import Project From File System dialogue, go to Browse, and find your new directory myProject. Click Finish.
5) That's it! go to your new project, right click on it, and hit Build, and it should go to town. Go find your new torqueDemo.exe in myProject/example, and double click on it. Welcome to your own game!
Of course, it is still exactly like the old game, but the rest of the job is deciding what you want to DO with all that code! Have fun.
It may be too late for this, but just so you know, the best time to do this is before you compile the first time. The reason for this is that the compile process makes a whole bunch of special files called "object files" which take up a lot of space, and you don't really need old copies lying around.
So, step one:
1) If you installed the Torque SDK into its default directory, then you have a C:\torque\SDK directory where the whole game lives. Make a copy of that SDK directory, and name it something you want to live with for a while. For this tutorial, we'll call it "myProject".
Now, you have in C:\Torque\myProject a complete working copy of your torque game.
That's basically what you do for any code project. The next steps have to do with Eclipse, for using TBE in particular.
2) Eclipse has a file called .project, which it uses to store information. If you already installed TBE before you got here, then you already have a .project file in SDK, and hence also have one in myProject. The only problem is, you need to change the name of the project in the one that's in myProject, or else Eclipse will complain that it already has a project of this name when you try to load it up.
So, using any text editor, open up C:\Torque\myProject\.project, and find the following:
That was the only weird part. Now,
3) Now, open up Eclipse, and go to File->Import. Pick "Existing Project into Workspace".
4) in the Import Project From File System dialogue, go to Browse, and find your new directory myProject. Click Finish.
5) That's it! go to your new project, right click on it, and hit Build, and it should go to town. Go find your new torqueDemo.exe in myProject/example, and double click on it. Welcome to your own game!
Of course, it is still exactly like the old game, but the rest of the job is deciding what you want to DO with all that code! Have fun.