Plan for Vince Gee
by Vince Gee · 07/06/2005 (7:41 pm) · 4 comments
Jeesh,
After reading every post on the forums about the TSE build some things you just don't figure out how to do until you sit down and start fiddling. So, finally after a week of work I managed to get the demo stripped down enough so that it's just the standard starter.fps in TSE w/ all the new features. I even managed to get a server and client build done.
I know to alot of people this doesn't seem like anything impressive, but for me it was a major milestone in overcomming the great overwhelming fears of TSE I had. I for some reason had the impression that TSE was some hugh monster that couldn't be tamed easily, to my supprise I slayed the beast.
I would like to make a few comments on what I discovered along the way though.
First it looks like (I haven't dug into this yet) that they improved the physics engine... projectiles fall over distance, they never did that before.
Second they really cleaned up the scripting alot, I like it, it's alot easier to read w/out all the extra garbage that was in the origonal starter.fps.
The engine runs great on my higher end video cards... my older machines (mainly older video cards) do have trouble doing some of the renderings.
The change to the way datablocks are set up w/ all the texturing feels foriegn but it will come w/ time I'm assuming.
The error messages from the console are quite suffiecient in debugging, I saw a couple of warning messages that I haven't seen before which saved me from some potential messes... :)
Ok, now to rewrite all the gui's for my project... sigh... why me? Everytime I go into this engine I learn something new, this time I learned how to do script call backs and to package my scripting... never said I was a genious...
Vince
After reading every post on the forums about the TSE build some things you just don't figure out how to do until you sit down and start fiddling. So, finally after a week of work I managed to get the demo stripped down enough so that it's just the standard starter.fps in TSE w/ all the new features. I even managed to get a server and client build done.
I know to alot of people this doesn't seem like anything impressive, but for me it was a major milestone in overcomming the great overwhelming fears of TSE I had. I for some reason had the impression that TSE was some hugh monster that couldn't be tamed easily, to my supprise I slayed the beast.
I would like to make a few comments on what I discovered along the way though.
First it looks like (I haven't dug into this yet) that they improved the physics engine... projectiles fall over distance, they never did that before.
Second they really cleaned up the scripting alot, I like it, it's alot easier to read w/out all the extra garbage that was in the origonal starter.fps.
The engine runs great on my higher end video cards... my older machines (mainly older video cards) do have trouble doing some of the renderings.
The change to the way datablocks are set up w/ all the texturing feels foriegn but it will come w/ time I'm assuming.
The error messages from the console are quite suffiecient in debugging, I saw a couple of warning messages that I haven't seen before which saved me from some potential messes... :)
Ok, now to rewrite all the gui's for my project... sigh... why me? Everytime I go into this engine I learn something new, this time I learned how to do script call backs and to package my scripting... never said I was a genious...
Vince
About the author
www.winterleafentertainment.com
#2
Always did. It's a variable in the projectile datablock which you can set to true or false.
They work the same as before, so no need to rewrite them.
07/07/2005 (2:02 am)
Quote:
First it looks like (I haven't dug into this yet) that they improved the physics engine... projectiles fall over distance, they never did that before.
Always did. It's a variable in the projectile datablock which you can set to true or false.
Quote:
Ok, now to rewrite all the gui's for my project... sigh... why me? Everytime I go into this engine I learn something new, this time I learned how to do script call backs and to package my scripting... never said I was a genious...
They work the same as before, so no need to rewrite them.
#3
07/07/2005 (8:49 am)
nah, it's not cause they don't work its cause I learned alot more going over their code and see where I can make improvements.
#4
07/08/2005 (6:57 am)
Careful not to develop Featuritis or Should'veitis Vince, it'll slow ya down worse than anything :)
Torque 3D Owner Hokuto