Torque without TorqueScripting
by Nicolás Genen · in Torque Developer Network · 11/20/2009 (8:28 am) · 9 replies
What about if I don't want to use TorqueScripting? Just C++, I don't find any documentation about the engine using native code.. just a lot of scripting.. :/
Cheers,
Cheers,
#2
I'd love it if there was a set of macros to mimic TorqueScript functionality, though. I don't think it translates quite as easily from script to C++ now. It would be useful for a project intended to be ported to the slower mobile platforms.
11/20/2009 (11:07 am)
I think Mich is always hard at work documenting the internals, so I'm sure we'll be able to get started quicker.I'd love it if there was a set of macros to mimic TorqueScript functionality, though. I don't think it translates quite as easily from script to C++ now. It would be useful for a project intended to be ported to the slower mobile platforms.
#3
Ok, the people want to use scripting, does anyone ask himself how many performance is lost in the way ? I'm confusing in this way..
11/20/2009 (11:54 am)
2 Daniel: Ofcourse there's a particular reason, why should I learn a new scripting language if I know C++ and the engine is made with C++.. Yes, I can check every header file and trying to figure all the huge structure, but why ? I think if the engine is made with C++, should be documented as well.. TorqueScript it should be for those who doesn't know C++ very well..Ok, the people want to use scripting, does anyone ask himself how many performance is lost in the way ? I'm confusing in this way..
#4
The bulk of source documentation is done via Doxygen, thus you'll need a license to be able to access it.
11/20/2009 (12:28 pm)
It's possible to do everything in C++, but honestly it's not worth the effort in my opinion. The versatility of scripting is something that shouldn't be ignored. I wish we had included the use of a scripting language in some of my past student projects where we had to roll our own tech. TorqueScript is basically a typeless C, so there isn't much of learning curve to it if you're already familiar with a C language.The bulk of source documentation is done via Doxygen, thus you'll need a license to be able to access it.
#5
(Also that it's slower by magnitudes than C++, which you might notice on extremely cheap/old hardware)
11/20/2009 (1:30 pm)
TorqueScript has the advantage that it's a forgiving language (a few compile errors, but it might still try to run). It also has the disadvantage that it's a forgiving language ;)(Also that it's slower by magnitudes than C++, which you might notice on extremely cheap/old hardware)
#6
You have the answer, you want productivity (scripting languages) or you want speed...
You can:
1. Make your game in c++ and scripting the logic.
2. before release them (publish), convert the scripting in c++
11/20/2009 (1:30 pm)
Quote:Ok, the people want to use scripting, does anyone ask himself how many performance is lost in the way ? I'm confusing in this way..
You have the answer, you want productivity (scripting languages) or you want speed...
You can:
1. Make your game in c++ and scripting the logic.
2. before release them (publish), convert the scripting in c++
#7
I guess that i'm not very clear.. Did you read the topic ? Where is documented the Engine source ?
11/20/2009 (2:04 pm)
Quote:You can:
1. Make your game in c++ and scripting the logic.
2. before release them (publish), convert the scripting in c++
I guess that i'm not very clear.. Did you read the topic ? Where is documented the Engine source ?
#8
11/20/2009 (2:10 pm)
I already told you that you have to be a licensed user to be able to view it.
#9
11/20/2009 (6:16 pm)
Quote:Ok, the people want to use scripting, does anyone ask himself how many performance is lost in the way ? I'm confusing in this way..Yes, performance is lost. It does have advantages - not the least is that it's accessible to designers if you're not a one-man-show or a team of programmers, and by the same token it's accessible to modders. Also, you don't have to recompile every time you change the player's run speed. Granted, that's often a trivial length of time, but still bad for the workflow.
Quote:It would be useful for a project intended to be ported to the slower mobile platforms.Good point.
Torque 3D Owner Daniel Buckmaster
It's certainly doable, but you'll find that Torque has been designed the way it is because people want to use scripting. And yes, the engine code is far less documented than TS. I've found it's just a case of getting in there and modifying things.
Implementing resources (by hand, no merging or replacing files) is a great way to learn about how the engine works under the hood.