Game Development Community

¿ Why not "Mono for T3D" ?

by Javier Canon · in Torque 3D Public · 10/02/2009 (6:56 pm) · 9 replies

check this link:
wiki.secondlife.com/wiki/Mono

www.mono-project.com/Scripting_With_Mono

Check all the libraries that we can easily use with Mono:
www.mono-project.com/Libraries

#1
10/02/2009 (7:08 pm)
Mono's quite nice, as is Mono Develop.
#2
10/02/2009 (7:16 pm)
I am actively working on Mono support. Depending on how wonderful it is, it'll either be a resource, addon (for $$$), or possibly rolled into the Torque 3D core engine.
#3
10/02/2009 (7:29 pm)
for me it's bloatware,overhead,and lame.
#4
10/02/2009 (7:41 pm)
@Josh, ok i will waiting for your results, and maybe focus on others things meanwhile...

@Aditya, sure, if you are an experienced programmer, your team have many programmers, or when you need speed over productivity...
#5
10/03/2009 (12:41 am)
A painless implementation of Mono and Lua would be worth money, as long as they have all the functionality of TorqueScript (in addition to the neat stuff they might add).
#6
10/03/2009 (1:39 pm)
I think you guys are underestimating what a more high-level language brings to the equation. Take a good look through the Torque source code and you will find a lot of really cool C++ which doesn't actually belong in C++ at all. RefObjects, robust strings and resource loading, gui controls...none of these belong in C++; they belong in C# or some other managed language.

Right now, with almost everything implemented in C++ there is no clear distinction between "real-time" code and "some-time" code; gameplay programming must be done in both C++ and ToruqeScript...it is a non-ideal situation.

Now that being said, it's also important to know why this is. TorqueScript has been carried forward since about 1997. At that time, cutting edge was Q2 DLL modding; it was difficult and required a compiler. Along came Tribes, where you could do a full conversion mod entirely in script. This was really great. Unfortunatly, fast-forward ten years and now we can do better.
#7
06/17/2010 (4:57 am)
Any updates on Mono support for Torque? I agree with Pat, that Mono support will add whole world of opportunities! =)
#8
06/17/2010 (10:51 am)
And if we make this like community resource?, i think that is in two steps:

1. Compiling the source with mono support. (i made this with tge)
2. Equivalent torquescript calls with mono.
#9
06/18/2010 (5:33 am)
How do you expose C++ methods to mono? Did you use SWIG?