Plan for MrPhil (Philip Ludington)
by MrPhil (Philip Ludington) · 10/13/2005 (10:01 am) · 5 comments
Things I learned a Torque Boot Camp Day 2
- Successful people just fiddle with Torque for a good while before trying to make a game
- SceneObject bins help limit the amount of collision math/processing that is needed
- Portals are about DIF not DTS
- Gotcha using RenderTransform() instead of normal Transform()
- GameBase datablocks, processTick(), ControlObjects
- ShapeBase
... Assumes a 3D world
... TGE isn't totally thread safe
...... this is one of the improvements in TGS
...... Atlas and IRC needed multi-threading ability
... MountingImages
... Events are not the same as Call-Backs CallBacks are in process, meaning they are part of the Tick process, but Events are processed outside the tick 'loop'
- Player
... ConsoleMethod( Player, MethodName, Const Char*, 3, 3, "help string" );
... Argv array of arguments, C++ args, not script arguments
... dSscanf d is for dynmaix; cross-platform consistency, but might act a little different than a standard lib function
... Con::executef purpose so C++ can call script, Don't block b/c its during a tick (most likely)
... Schedule 0 means next available moment (After tick and other sensitive work)
... SimEvent would be a good way to hook in a non-Torque application with TCP/IP
Game on,
MrPhil, Owner
Mr. Phil Games
Previous Plan Next Plan
Mirrored
- Successful people just fiddle with Torque for a good while before trying to make a game
- SceneObject bins help limit the amount of collision math/processing that is needed
- Portals are about DIF not DTS
- Gotcha using RenderTransform() instead of normal Transform()
- GameBase datablocks, processTick(), ControlObjects
- ShapeBase
... Assumes a 3D world
... TGE isn't totally thread safe
...... this is one of the improvements in TGS
...... Atlas and IRC needed multi-threading ability
... MountingImages
... Events are not the same as Call-Backs CallBacks are in process, meaning they are part of the Tick process, but Events are processed outside the tick 'loop'
- Player
... ConsoleMethod( Player, MethodName, Const Char*, 3, 3, "help string" );
... Argv array of arguments, C++ args, not script arguments
... dSscanf d is for dynmaix; cross-platform consistency, but might act a little different than a standard lib function
... Con::executef purpose so C++ can call script, Don't block b/c its during a tick (most likely)
... Schedule 0 means next available moment (After tick and other sensitive work)
... SimEvent would be a good way to hook in a non-Torque application with TCP/IP
Game on,
MrPhil, Owner
Mr. Phil Games
Previous Plan Next Plan
Mirrored
About the author
My name is Philip Ludington, I'm a professional programmer by day and I dabble in game development by night. Learn more about my projects at www.MrPhilGames.com
#2
10/13/2005 (11:40 am)
From Ben's Sept. 9 .plan,Quote:
We've also added a lot of multithread safing into the engine. TGE runs single-threaded, same as before, but if you want to interface it with multithreaded code (like, say, the background loader in Atlas, or a certain IRC library I know of), the hooks are in there now.
#3
Thanks again for making these .plans. They are very informative.
Sounds like you are getting a lot out of the boot camp.
10/13/2005 (11:51 am)
Phil, Thanks again for making these .plans. They are very informative.
Sounds like you are getting a lot out of the boot camp.
#4
10/13/2005 (8:16 pm)
I agree, good 'punch-list' way to organize the train of thought about the information; already has helped me think about things in a different way.
#5
@ Jason & David - I guess the term "multi-threaded" is kind of a vague. The way to look at it is that with 1.4 TGE will be thread safe but still all run in one thread.
10/14/2005 (11:32 am)
@ All - Thanks for the comments guys.@ Jason & David - I guess the term "multi-threaded" is kind of a vague. The way to look at it is that with 1.4 TGE will be thread safe but still all run in one thread.

Torque Owner Jason Swearingen