Compilers
by Carl Van Ostrand · in Torque Game Engine · 03/02/2004 (9:07 am) · 41 replies
Cheers - I am new to this whole thing.
I used CVS to dowload Torque. I am ready to compile. I have never compiled before.
1. Where can I get a compiler?
2. Are their free compilers?
3. Is it as simple as downloading the compiler, then running it? (I have read a "help" page on this from GG, but it seems to only apply to Visual)
If I am making no sense, I apologize.
I used CVS to dowload Torque. I am ready to compile. I have never compiled before.
1. Where can I get a compiler?
2. Are their free compilers?
3. Is it as simple as downloading the compiler, then running it? (I have read a "help" page on this from GG, but it seems to only apply to Visual)
If I am making no sense, I apologize.
#2
Use Microsoft Visual C++ 7.0. You can buy it nearly anywhere on-line.
-Jeff Tunnell GG
03/02/2004 (11:33 am)
If you are new, do not attempt to use one of the GCC based compilers. They are harder to use and require quite a bit of knowledge about programming to use them.Use Microsoft Visual C++ 7.0. You can buy it nearly anywhere on-line.
-Jeff Tunnell GG
#3
www.amazon.com/exec/obidos/tg/detail/-/B00008XOJV/qid=1078258971/br=1-2/ref=br_l...
-Jeff Tunnell GG
03/02/2004 (12:37 pm)
Here is a link to Amazon for a $79.95 version of VC++ 7.0 (or .net as it is sometimes called).www.amazon.com/exec/obidos/tg/detail/-/B00008XOJV/qid=1078258971/br=1-2/ref=br_l...
-Jeff Tunnell GG
#4
03/02/2004 (1:18 pm)
Thanks. I have the feeling I am missing other little programs, that will cause errors. Can someone tell me what else I need before I invest 10 more hours in this. Python, OpenGL, etc? I have heard these names tossed around.
#5
03/02/2004 (1:23 pm)
You got way more than 10 hours ahead of you based on your posts . . .
#6
Carl, you can learn a lot by using Torque, but it does require programming. Jarrod is saying that it is going to take you more than 10 hours to learn all that you do not know. Torque is not a click and play game engine. Everywhere on the site it is referred to as source code, sdk, game development engine, big, etc.
This is a little CYA here, but I just want to make sure that everybody understands that we are not overselling Torque. Here is a link from our FAQ:
[quote]
What programming skills do I need for TGE development?
03/02/2004 (1:33 pm)
Did you read this? www.garagegames.com/docs/alpha/Carl, you can learn a lot by using Torque, but it does require programming. Jarrod is saying that it is going to take you more than 10 hours to learn all that you do not know. Torque is not a click and play game engine. Everywhere on the site it is referred to as source code, sdk, game development engine, big, etc.
This is a little CYA here, but I just want to make sure that everybody understands that we are not overselling Torque. Here is a link from our FAQ:
[quote]
What programming skills do I need for TGE development?
#7
The reason I bought Torque was not so that I could program. I know 2 programmers that will be doing that. I bought Torque so that as the "Creative Designer," I could help develop things such as character models, maps, terrain - things I have experience with, and I hear are easily modfied in Torque. I wanted to play around with those settings, and see what the programmers were working with.
I also bought Torque, because I support your mission. And I guess I thought it might be a little easier to get going, since it caters to young/beginner/poorer =) gamemakers.
I am looking foward to the project, and learning more about Torque - I am just a little frustrated with my own ignorance. I think some of the walkthoughs and soforth assume the users know more than most people with creative backgrounds do. No biggy, thanks again for your help - that link you posted seems most helpful - not sure why I couldn't find that. Hopefully I won't be too bothersome.
Oh and thanks for you imput Jarrod.
03/02/2004 (2:27 pm)
I totally understand this. What I meant is that I did not want to spend another 10 hours figuring out how to begin, and all the things I need first. The reason I bought Torque was not so that I could program. I know 2 programmers that will be doing that. I bought Torque so that as the "Creative Designer," I could help develop things such as character models, maps, terrain - things I have experience with, and I hear are easily modfied in Torque. I wanted to play around with those settings, and see what the programmers were working with.
I also bought Torque, because I support your mission. And I guess I thought it might be a little easier to get going, since it caters to young/beginner/poorer =) gamemakers.
I am looking foward to the project, and learning more about Torque - I am just a little frustrated with my own ignorance. I think some of the walkthoughs and soforth assume the users know more than most people with creative backgrounds do. No biggy, thanks again for your help - that link you posted seems most helpful - not sure why I couldn't find that. Hopefully I won't be too bothersome.
Oh and thanks for you imput Jarrod.
#8
03/02/2004 (2:49 pm)
If you've got programmer friends, save yourself the effort and have one of them compile the engine for you. No sense putting down money on a compiler you're never going to use.
#9
In the Quick Start guide, I clicked on the link for the Precompiled Torque Game Engine. It opened a window to download the Torque Demo. I already have this.
1. So I guess I already have the precompiled engine...right? So I don't have to worry about compiling?
2. Is the Torque Demo what I'm going to be using to create games?
3. If so, why isn't this mentioned in the other "getting started" tutorials? Why not just tell people to download the demo instead of compiling?
4. And if so, why would anyone bother with compiling the engine when you can just download the demo?
03/02/2004 (3:33 pm)
I am in the same boat as Carl. And let me get this straight: I went to www.garagegames.com/docs/alpha/In the Quick Start guide, I clicked on the link for the Precompiled Torque Game Engine. It opened a window to download the Torque Demo. I already have this.
1. So I guess I already have the precompiled engine...right? So I don't have to worry about compiling?
2. Is the Torque Demo what I'm going to be using to create games?
3. If so, why isn't this mentioned in the other "getting started" tutorials? Why not just tell people to download the demo instead of compiling?
4. And if so, why would anyone bother with compiling the engine when you can just download the demo?
#10
If you hit F11 in the demo, you get some interesting windows popping up. They look like editor windows but I was having trouble with the interface, etc (need to do more research on that). Anyhow, give that a whirl just for fun. Here's the link for a good walkthrough.
http://www.garagegames.com/docs/alpha/ch03.html
My feeling is the demo will let you mess around with the premade stuff they have in there, but you can't start making your own game without plenty of C++ and coding knowledge and and the compilable version.
PS - I will have my buddy compile my version I guess
03/02/2004 (3:43 pm)
I'll take a stab at this man - and it's nice to know I am not the only one is this boat, lol. If you hit F11 in the demo, you get some interesting windows popping up. They look like editor windows but I was having trouble with the interface, etc (need to do more research on that). Anyhow, give that a whirl just for fun. Here's the link for a good walkthrough.
http://www.garagegames.com/docs/alpha/ch03.html
My feeling is the demo will let you mess around with the premade stuff they have in there, but you can't start making your own game without plenty of C++ and coding knowledge and and the compilable version.
PS - I will have my buddy compile my version I guess
#11
03/02/2004 (3:44 pm)
You can only do so much with the pre-compiled Demo. To really do a good game you will eventually have to make some changes to the source code, at that point you'll need to be able to compile.
#12
And Carl: yes, I've already been using the F11, changing scenery, etc. I have gone all the way through Devon Ly's tutorial, which is very helpful.
And Ly's tutorial is very helpful in explaining just about everything in the demo, but now I'm lost as to how I can do things like add a character I CAN CONTROL, then "run" the level--maybe like just adding, for now, the default "Orc" player that can run around and shoot at things.
Also, when it comes time to start adding or modifying scripts (for instance modifying the character's behavior), where do I do that? I do have jEdit. I will be working with a programmer who will do all the scripting, but for now I'm just trying to find out exactly how to get the point where the scripting will begin. He has never used Torque. I can tell him to "write a script that will do X", but how exactly does he use jEdit to write a script that will affect an object in the level I am creating? Please correct me if I'm wrong, but say I want to modify the "player" in the Torque demo. Do I open jEdit, then open
demo\data\shapes\player
then add to or modify that script??
Help!
03/02/2004 (9:19 pm)
So can't I just make sufficient modifications to the game by scripting instead of changing the source code? From the manual: "Torque is designed to use script for the declaration of weapons, players, and gameplay elements." And if so, will I be using the demo for this?And Carl: yes, I've already been using the F11, changing scenery, etc. I have gone all the way through Devon Ly's tutorial, which is very helpful.
And Ly's tutorial is very helpful in explaining just about everything in the demo, but now I'm lost as to how I can do things like add a character I CAN CONTROL, then "run" the level--maybe like just adding, for now, the default "Orc" player that can run around and shoot at things.
Also, when it comes time to start adding or modifying scripts (for instance modifying the character's behavior), where do I do that? I do have jEdit. I will be working with a programmer who will do all the scripting, but for now I'm just trying to find out exactly how to get the point where the scripting will begin. He has never used Torque. I can tell him to "write a script that will do X", but how exactly does he use jEdit to write a script that will affect an object in the level I am creating? Please correct me if I'm wrong, but say I want to modify the "player" in the Torque demo. Do I open jEdit, then open
demo\data\shapes\player
then add to or modify that script??
Help!
#13
And Carl: yes, I've already been using the F11, changing scenery, etc. I have gone all the way through Devon Ly's tutorial, which is very helpful.
And Ly's tutorial is very helpful in explaining just about everything in the demo, but now I'm lost as to how I can do things like add a character I CAN CONTROL, then "run" the level--maybe like just adding, for now, the default "Orc" player that can run around and shoot at things.
Also, when it comes time to start adding or modifying scripts (for instance modifying the character's behavior), where do I do that? I do have jEdit. I will be working with a programmer who will do all the scripting, but for now I'm just trying to find out exactly how to get the point where the scripting will begin. He has never used Torque. I can tell him to "write a script that will do X", but how exactly does he use jEdit to write a script that will affect an object in the level I am creating? Please correct me if I'm wrong, but say I want to modify the "player" in the Torque demo. Do I open jEdit, then open
demo\data\shapes\player
then add to or modify that script??
Help!
03/02/2004 (9:35 pm)
So can't I just make sufficient modifications to the game by scripting instead of changing the source code? From the manual: "Torque is designed to use script for the declaration of weapons, players, and gameplay elements." And if so, will I be using the demo for this?And Carl: yes, I've already been using the F11, changing scenery, etc. I have gone all the way through Devon Ly's tutorial, which is very helpful.
And Ly's tutorial is very helpful in explaining just about everything in the demo, but now I'm lost as to how I can do things like add a character I CAN CONTROL, then "run" the level--maybe like just adding, for now, the default "Orc" player that can run around and shoot at things.
Also, when it comes time to start adding or modifying scripts (for instance modifying the character's behavior), where do I do that? I do have jEdit. I will be working with a programmer who will do all the scripting, but for now I'm just trying to find out exactly how to get the point where the scripting will begin. He has never used Torque. I can tell him to "write a script that will do X", but how exactly does he use jEdit to write a script that will affect an object in the level I am creating? Please correct me if I'm wrong, but say I want to modify the "player" in the Torque demo. Do I open jEdit, then open
demo\data\shapes\player
then add to or modify that script??
Help!
#14
I use the free MinGW + MSYS to compile Torque
www.garagegames.com/mg/forums/result.thread.php?qt=15492
03/02/2004 (11:30 pm)
Hi Carl,I use the free MinGW + MSYS to compile Torque
www.garagegames.com/mg/forums/result.thread.php?qt=15492
#15
03/02/2004 (11:33 pm)
PS: I have no idea why my above post was entered twice. Sorry about that.
#16
03/03/2004 (8:41 am)
I just got the Torque two days ago. I'm using WSYS and MinGW to compile, and it works great. You don't even need eclipse(it gave alot of problems).
#17
People who want to get to know Torque should download the demo, and then search for resources about modifying scripts in the TGE. There's plenty of them out there and they aren't hidden behind the SDK's private forums "curtain." You cannot, however, start selling games unless you invest in the TGE.
I'm getting past the scope of this question... You didn't need the engine if you're going to do something other than modify the engine source. Yet, without the engine, you don't get these forums which open up so much more information.
Wow, that was confusing.
- Brett
03/03/2004 (10:37 am)
You're going to get a lot out of Torque by using the scripting, alone. You can modify large portions of the overall gameplay, but it's still going to be a FPS. Now, to make the game into something else (other than a FPS) you could push scripts even farther towards their limits... OR, you could change the C++ source to introduce new scripting commands. That's the beauty of Torque.People who want to get to know Torque should download the demo, and then search for resources about modifying scripts in the TGE. There's plenty of them out there and they aren't hidden behind the SDK's private forums "curtain." You cannot, however, start selling games unless you invest in the TGE.
I'm getting past the scope of this question... You didn't need the engine if you're going to do something other than modify the engine source. Yet, without the engine, you don't get these forums which open up so much more information.
Wow, that was confusing.
- Brett
#18
That is a complete misconception.
I have never seen anything on the GG website to implie that Torque is aimed at anyone of any particular age or income level.
And it CLEARLY states that a good knowledge of C++ is required.
Torque aimed at game developers, maybe more so to independant, but that does not mean beginner software developers, if anything most of the independant developers are seasoned developers.
Developing software is not easy, developing game software is 100x more difficult than any other kind.
03/03/2004 (11:05 am)
Quote: And I guess I thought it might be a little easier to get going, since it caters to young/beginner/poorer =) gamemakers.
That is a complete misconception.
I have never seen anything on the GG website to implie that Torque is aimed at anyone of any particular age or income level.
And it CLEARLY states that a good knowledge of C++ is required.
Torque aimed at game developers, maybe more so to independant, but that does not mean beginner software developers, if anything most of the independant developers are seasoned developers.
Developing software is not easy, developing game software is 100x more difficult than any other kind.
#19
Actually, in spite of Jarrod's post to the contrary, you can have a lot of fun and learn a lot from Torque. I am not a programmer (well, maybe back in the day I did some programming, but I don't think Applesoft counts) and I totally enjoy working with the engine. Most of your time will be spent scripting and working through the tutorials. Brett is right that the $100 to get access to the private forums will be well worth it.
Our eventual goal is to commoditize game making technology and allow anybody to have access to the fun of making games. It is a fun and creative process even if your intentions are never to be a professional or never to make money. Think about how many people play in rock bands for fun, or paint or write for their creative outlets without any hope or intention of ever being professional.
I appreciate the fact that you guys came into the community to learn, and I am relieved that our marketing did not lead you down the road incorrectly.
Thank you for your support. Keep checking back because much more documentation is in development, but it is on the "indie" schedule which means deadlines are hard to predict.
-Jeff Tunnell GG
03/03/2004 (11:36 am)
@Lavelle and Carl,Actually, in spite of Jarrod's post to the contrary, you can have a lot of fun and learn a lot from Torque. I am not a programmer (well, maybe back in the day I did some programming, but I don't think Applesoft counts) and I totally enjoy working with the engine. Most of your time will be spent scripting and working through the tutorials. Brett is right that the $100 to get access to the private forums will be well worth it.
Our eventual goal is to commoditize game making technology and allow anybody to have access to the fun of making games. It is a fun and creative process even if your intentions are never to be a professional or never to make money. Think about how many people play in rock bands for fun, or paint or write for their creative outlets without any hope or intention of ever being professional.
I appreciate the fact that you guys came into the community to learn, and I am relieved that our marketing did not lead you down the road incorrectly.
Thank you for your support. Keep checking back because much more documentation is in development, but it is on the "indie" schedule which means deadlines are hard to predict.
-Jeff Tunnell GG
#20
03/03/2004 (12:49 pm)
Thanks for the reply Jeff. Since I will be working with a programmer, I'm not scared off by some of the comments seen above. At this point, however, I do have several unanswered questions about Torque. (See above). It will be my responsibility to give a brief but comprehensive overview of Torque to my programmer, so he can start creating scripts without much delay. But I can't do this yet, because I am still in the dark about a few things.
Associate Ron Yacketta