TGEWorkstation
by Prairie Games · in Torque Game Engine · 07/04/2003 (5:20 am) · 19 replies
TGEWorkstation is the main hub of the editing solution I am writing. The design paradigm I am using is similar to UnrealEd. A departure is in my belief of integrating existing tools. The main idea is to streamline workflow between quality applications. TGEWorkstation will have excellent import features, for DTS, DIF, etc.
TGEWorkstation is written in C++ and Python, using Torque as a standard Python module via my PyTorque build system. There is an amazing amount of technology that can be combined with Torque this way.
I shot a video of some prototype work I am doing... What the video doesn't show is how much work has already gone into this... You will need DivX to view the video. Note: The app is silky smooth, capturing the video kind of slowed things down.
The video is 16 megs, I recommend saving it to your hard drive before viewing... :)
Comments are welcome.
-J
TGEWorkstation is written in C++ and Python, using Torque as a standard Python module via my PyTorque build system. There is an amazing amount of technology that can be combined with Torque this way.
I shot a video of some prototype work I am doing... What the video doesn't show is how much work has already gone into this... You will need DivX to view the video. Note: The app is silky smooth, capturing the video kind of slowed things down.
The video is 16 megs, I recommend saving it to your hard drive before viewing... :)
Comments are welcome.
-J
#2
07/04/2003 (8:55 am)
Very, very nice Josh. As always.
#3
Can't wait.
07/04/2003 (10:45 am)
Hmm this is the most exciting thing I've seen since...TGERAD, and before that TGEDayNight ;)Can't wait.
#5
07/04/2003 (10:47 am)
Impressive !
#6
07/04/2003 (11:24 am)
Sweet!
#7
07/04/2003 (11:35 am)
Very interesting work here. Hope to see more of it soon! Keep up the great job!
#8
I wrote this over the course of three days. It was to get idea of what was needed for the functionality shown. The goal being excellent window/control integration. I pretty much know what I am doing now. I need to go back and make it right. Rapid protoyping is a real stength of Python.
TGEWorkstation uses wxPython, and so it will work on Windows, Mac, and Linux. In fact, I am in the process of writing a Python platform for Torque. From the windows build, I have removed DirectInput and the Windows OpenGL entirely. The OpenGL stuff has been replaced with wxGLCanvas. Which by nature is cross platform. It can render Torque anywhere a wxGLCanvas can be displayed. Which is about anywhere, in a wxNotebook, a wxPanel, on a wxButton :)
I would like to stress that the framerate and responsiveness of the application is silk. Stuff really slowed down while capturing the video.
I am excited to get some real UI designed and implemented. I think some of my ideas will be quite interesting to people working with Torque... I will also be ripping off a fair amount of UnrealED... more news at 11'
Thanks again,
-J
07/04/2003 (12:34 pm)
Thanks y'all.I wrote this over the course of three days. It was to get idea of what was needed for the functionality shown. The goal being excellent window/control integration. I pretty much know what I am doing now. I need to go back and make it right. Rapid protoyping is a real stength of Python.
TGEWorkstation uses wxPython, and so it will work on Windows, Mac, and Linux. In fact, I am in the process of writing a Python platform for Torque. From the windows build, I have removed DirectInput and the Windows OpenGL entirely. The OpenGL stuff has been replaced with wxGLCanvas. Which by nature is cross platform. It can render Torque anywhere a wxGLCanvas can be displayed. Which is about anywhere, in a wxNotebook, a wxPanel, on a wxButton :)
I would like to stress that the framerate and responsiveness of the application is silk. Stuff really slowed down while capturing the video.
I am excited to get some real UI designed and implemented. I think some of my ideas will be quite interesting to people working with Torque... I will also be ripping off a fair amount of UnrealED... more news at 11'
Thanks again,
-J
#9
You did this using Torque Lib right? I thought Torque Lib was broken.
Those throbbers... they are from nautilus! :)
07/04/2003 (1:20 pm)
Great work joshua. Why do you want to write a wx platform for torque though?You did this using Torque Lib right? I thought Torque Lib was broken.
Those throbbers... they are from nautilus! :)
#10
A wx platform layer offloads the platform specific code to wxWindows (which I use via wxPython)... so I don't have to mess with it. Nice.
The design decisions on the front end will favor application integration. A valuable thing being the packages that come with the editor (such, as Quark) . These programs will be preconfigured and seamlessly integrated.
-J
07/04/2003 (1:58 pm)
I compile Torque into a standard Python module using my PyTorque build system. Python and Dynamic Linking, I ain't making everything I spout about up :)A wx platform layer offloads the platform specific code to wxWindows (which I use via wxPython)... so I don't have to mess with it. Nice.
The design decisions on the front end will favor application integration. A valuable thing being the packages that come with the editor (such, as Quark) . These programs will be preconfigured and seamlessly integrated.
-J
#11
07/04/2003 (3:51 pm)
This is exactly what I've dreamed of since first dabbling with torque editing...
#12
07/04/2003 (6:49 pm)
This looks great :) The moving video says a lot more than still screen shots anyday. I find myself slipping back to my pen and paper heh. But I need to learn so back to the books and print outs.
#13
08/01/2003 (4:16 pm)
How goes the battle Josh? :)
#14
-J
08/16/2003 (8:17 am)
@John: I just moved to the great state of North Dakota... I have a few brain cells to sort out... work will resume shortly.-J
#15
Also, I cannot see the video, the domain does not work.
10/21/2004 (2:57 pm)
I would like an update on the TGEWorkstation.Also, I cannot see the video, the domain does not work.
#16
10/21/2004 (3:44 pm)
I believe work was discontinued
#17
10/21/2004 (7:35 pm)
I believe that Josh has been concentrating hard on Minions of Mirth, which uses a heavily modified Quake 2 engine. Definitely check it out. It's looking to be one hell of a game!
#18
I wish I would have kept at least the video of this... it was pretty neat...
10/21/2004 (7:51 pm)
Amazing how much can change in a year... TGEWorkstation being built with PyTorque seems like a lifetime ago...I wish I would have kept at least the video of this... it was pretty neat...
#19
Robert Pierce,
Uber Real Games
robertsim007@woh.rr.com
10/27/2004 (3:51 pm)
I take it you don't have the source anymore than. I would be more than happy to help this project along if it isn't too late. I know C++ and Python and I have messed around with wxWindows for quite some time.Robert Pierce,
Uber Real Games
robertsim007@woh.rr.com
Torque Owner Joe Maruschak