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TGEPlus and T3D compabitility?

by Jay Kint · in Torque 3D Public · 12/26/2011 (9:18 am) · 1 replies

I suppose this is a pipe dream, but are TGEPlus (the old engine) and the new Torque 3D compatible with each other?

In other words, do the scripting languages work the same? Does the FFI (foreign function interface) behave the same? Are the art assets compatible?

I know it's a long shot, but I am converting a game from Windows to Mac, and the TGEPlus he wrote the Windows game in is based on Carbon on Mac, which is no longer supported by Apple's dev tools. It compiles, but things like getting the main menu up and running are proving to be a challenge, as I'm much more familiar with Cocoa and Objective-C side of things.

Thanks.

And Happy New Year.

Jay

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#1
01/18/2012 (4:32 pm)
Torque script is still Torque script. Some engine referenced function names and callbacks will have changed. Art assets are still mostly usable. Some things, like transpancies for example, will require some tweaking in the material editor. Some shape classes are more preferable for certain shapes now, and others may require some tweaking in the Shape Editor. Pretty much all shapes in Torque 3D should be DTS or Collada (DAE). It used to be that cyclic animated props in the scene required an onAdd() script callback for a StaticShape, this can now be handled automagically as a TSSTatic. Mac support for T3D has lagged far enough behind as to not be a feature - at all.