Torque Game Studio
by Ivo Bronsveld · in Torque Game Engine · 01/23/2004 (4:07 pm) · 70 replies
Hi all,
I'm currently in the middle of developing a new IDE for developing with Torque.
I think the current programs available for editing the source files etc. are not good enough. So I started to build a new one. Some screenshots can be found here:
Main Screen
New Project Wizard
Code Edit Screen
Some features I'm implementing:
* Create new cs files and add them to the game
* Use wizards to create projects (based on several tutorials, like the ones John Vanderbeck made)
* Wizards can be added / customized to provide extra types of projects
* Organize your game content with ease (mission files, image files etc.)
* Syntax Highlighting for your CS and GUI scripts
* Use of external tools in the application (such as QUARK etc.)
* Integrated SDK help
* A Code Snippit plugin, which can browse through the code snippets and add them to the relevant source files.
But, I need the input of the TGE community to make this program work :)
Please let me know what kind of features will be appreciated?
Regards,
Ivo "Wacky" Bronsveld
I'm currently in the middle of developing a new IDE for developing with Torque.
I think the current programs available for editing the source files etc. are not good enough. So I started to build a new one. Some screenshots can be found here:
Main Screen
New Project Wizard
Code Edit Screen
Some features I'm implementing:
* Create new cs files and add them to the game
* Use wizards to create projects (based on several tutorials, like the ones John Vanderbeck made)
* Wizards can be added / customized to provide extra types of projects
* Organize your game content with ease (mission files, image files etc.)
* Syntax Highlighting for your CS and GUI scripts
* Use of external tools in the application (such as QUARK etc.)
* Integrated SDK help
* A Code Snippit plugin, which can browse through the code snippets and add them to the relevant source files.
But, I need the input of the TGE community to make this program work :)
Please let me know what kind of features will be appreciated?
Regards,
Ivo "Wacky" Bronsveld
#2
01/23/2004 (4:31 pm)
As soon as Mr. Bill Gates .NET platform supports linux it's there ;)
#4
You could use GTK or QT tho, as they're cross platform...
Still, a neat effort. Good luck getting it somewhere. ;)
01/23/2004 (11:13 pm)
No Windows Forms on Mono, as I recall.You could use GTK or QT tho, as they're cross platform...
Still, a neat effort. Good luck getting it somewhere. ;)
#5
01/24/2004 (12:37 am)
Or you could use/help us with the cross-platform TIDE / JEdit which already has a lot of the features you want to implement... ;)
#6
Anyway, I think that your IDE will be something for the die hard cross platform developers. My IDE will be something for the newbies who just use windows and still want to create nice games...
01/24/2004 (2:37 am)
Sure, I've seen it. But I'm not that crazy about creating such an application as a plugin on top of another editor. It's an easy way of providing commonly used features, that's for sure, but it's not my thing. Why use existing code if you can build it yourself? :DAnyway, I think that your IDE will be something for the die hard cross platform developers. My IDE will be something for the newbies who just use windows and still want to create nice games...
#7
That's what the Linux community reminds me of sometimes.
You have some good ideas, and it looks nice. If you stay focused and don't get distracted by those who tell you what you should be doing, i.e. porting to Linux, then you just might end up with something marketable to the majority of Torque licensees. Keep up the good work!
01/24/2004 (3:09 am)
"Mommy, why does Billy get a cookie and I don't?"That's what the Linux community reminds me of sometimes.
You have some good ideas, and it looks nice. If you stay focused and don't get distracted by those who tell you what you should be doing, i.e. porting to Linux, then you just might end up with something marketable to the majority of Torque licensees. Keep up the good work!
#8
How about a MAC port?
Regardless, with .net, you don't really have to "port" anything. As long as you have a .net platform running on the target system, your program should work fine (unless it doesn't have the neccesary libs, etc)
And Joe, you've been listening to too many linux kiddies :) (aka the ones that sound like little kiddies)
Ben,
Windows forms for .gnu and mono :
www.gnu.org/projects/dotgnu/screenshots.html (.gnu)
www.go-mono.com/screenshots.html(mono) (to the bottom of the page)
01/24/2004 (3:41 am)
Now,How about a MAC port?
Regardless, with .net, you don't really have to "port" anything. As long as you have a .net platform running on the target system, your program should work fine (unless it doesn't have the neccesary libs, etc)
And Joe, you've been listening to too many linux kiddies :) (aka the ones that sound like little kiddies)
Ben,
Windows forms for .gnu and mono :
www.gnu.org/projects/dotgnu/screenshots.html (.gnu)
www.go-mono.com/screenshots.html(mono) (to the bottom of the page)
#9
As soon as I get it working we can see about porting it to / running it on different platforms.
01/24/2004 (3:46 am)
Looks nice. But first let me bake the cookies then we can decide who will get some and who will not :DAs soon as I get it working we can see about porting it to / running it on different platforms.
#10
Cuz you work more efficient if you do :P
01/24/2004 (4:56 am)
Quote:Why use existing code if you can build it yourself? :D
Cuz you work more efficient if you do :P
#11
01/24/2004 (5:00 am)
True, but it is way less fun that way ;)
#12
01/24/2004 (5:47 am)
Well, have fun then
#13
I know this is probably beyond what you expected, but what I would really like to see is Torque embedded into the app, so that one of the child windows is Torque. Then add the ability change/recompile scripts, add statics/interiors/..., and add textures on the fly without restarting Torque or the current mission. That would be HUGE.
John.
01/24/2004 (9:22 am)
Ivo,I know this is probably beyond what you expected, but what I would really like to see is Torque embedded into the app, so that one of the child windows is Torque. Then add the ability change/recompile scripts, add statics/interiors/..., and add textures on the fly without restarting Torque or the current mission. That would be HUGE.
John.
#14
Ah, sweet. I wondered if they'd gotten to Windows Forms yet.
Cool beans!
01/24/2004 (9:25 am)
James,Ah, sweet. I wondered if they'd gotten to Windows Forms yet.
Cool beans!
#16
01/24/2004 (11:25 am)
I think its great, itd be awsome if someone could take the Tread 3D Source, make a complete enviorment with a script editor, a C++ builder / editor, map editor, basically you have a script project, and a C++ project, the C++ project file, has teh ability to be compiled by GCC, good start guys
#17
I find that the TorqueIDE from Davis serves this purpose pretty darn well.
01/24/2004 (11:31 am)
Quote:Ivo,
I know this is probably beyond what you expected, but what I would really like to see is Torque embedded into the app, so that one of the child windows is Torque. Then add the ability change/recompile scripts, add statics/interiors/..., and add textures on the fly without restarting Torque or the current mission. That would be HUGE.
John.
I find that the TorqueIDE from Davis serves this purpose pretty darn well.
#18
I've seen that and it seems very useful, but I don't like the Torque gui for some reason. I would rather work on Torque in real time from the os as opposed to having to cram all of my tools into Torque.
It would also be nice if new content could be loaded into Torque without having to restart Torque. Last I checked Torque still loads all file references on startup. Technically this would be easy to change, but finding time to work on it is another matter.
John.
01/24/2004 (11:49 am)
Hi John,I've seen that and it seems very useful, but I don't like the Torque gui for some reason. I would rather work on Torque in real time from the os as opposed to having to cram all of my tools into Torque.
It would also be nice if new content could be loaded into Torque without having to restart Torque. Last I checked Torque still loads all file references on startup. Technically this would be easy to change, but finding time to work on it is another matter.
John.
#19
Hahah. See my earlier post.
01/24/2004 (1:35 pm)
Quote:Yet another project gone to waste because of .NET :(
Ivo... you should've checked out wxWindows cross platform GUI toolkit framework.
Hahah. See my earlier post.
#20
Why reinvent the wheel? TIDE/Jedit kicks ass. You get a PROFESSIONAL quality script editor, and all the plugins availabe for JEdit, I switched from Tribal IDE and havn't looked back. MUCH more configuration options, it's cross-platform, and very stable. It pains me to see valuable and intelligent programming talent re-inventing the wheel, when wonderful people like yourself could contribute to an already excellent project.
01/24/2004 (1:52 pm)
"Why use existing code if you can build it yourself?"Why reinvent the wheel? TIDE/Jedit kicks ass. You get a PROFESSIONAL quality script editor, and all the plugins availabe for JEdit, I switched from Tribal IDE and havn't looked back. MUCH more configuration options, it's cross-platform, and very stable. It pains me to see valuable and intelligent programming talent re-inventing the wheel, when wonderful people like yourself could contribute to an already excellent project.
Torque Owner Thijs Sloesen
Scattered Studio
Best feature you can support: native linux binary!
:)