Plan for MrPhil (Philip Ludington)
10/13/2005 (5:01 pm) by MrPhil (Philip J. Ludington)
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
(If you like to see my resume look under the work sample section.) So here view profile »
#2
10/13/2005 (6:40 pm)
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 (6:51 pm)
Phil, Thanks again for making these .plans. They are very informative.
Sounds like you are getting a lot out of the boot camp.
#4
10/14/2005 (3:16 am)
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 (6:32 pm)
@ 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