TorqueBASIC: A Scripting Language
by TechLord · in General Discussion · 07/13/2004 (11:48 am) · 143 replies
I love C++ (Torque) and TorqueScript. However, I'm very fond of the BASIC syntax as it was my very first programming language.
I've used other game development 'languages' which used a BASIC syntax and found them relative easy to get started. BASIC Game Dev Languages also have a large customer base. I can see TorqueScript with a BASIC syntax beneficial for Torque in this regard.
Sometime in the unknown future, I'm going to write a TorqueBASIC to TorqueScript Converter or TorqueBASIC Compiler for Torque.
Thoughts wanted.
I've used other game development 'languages' which used a BASIC syntax and found them relative easy to get started. BASIC Game Dev Languages also have a large customer base. I can see TorqueScript with a BASIC syntax beneficial for Torque in this regard.
Sometime in the unknown future, I'm going to write a TorqueBASIC to TorqueScript Converter or TorqueBASIC Compiler for Torque.
Thoughts wanted.
About the author
thegamedevstore.com
#142
T.
11/16/2005 (4:55 pm)
The compiler for TorqueBASIC has been in 1.4 since at least RC2, possibly earlier. There are just no examples. It's not "real" basic, rather something that looks a bit like it. I possibly still have the old tutorial.base I rewrote in TorqueBASIC that I could throw online somewhere, might take me a little while to find the time to package it up though.T.
#143
11/16/2005 (5:34 pm)
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Torque Owner Adrian Tysoe
s93153354.onlinehome.us/raceproto.zip 10mb
What I would most like to see in torquescript, is something like the entity system, allowing things like better camera control rather than the fixed pivot cameras everyone seems to use making TGE look somewhat dated. Jeremy Alessi added some extra functionality in a resource that helped somewhat, www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=8413. it's often the little details and polish that currently you only seem to get through C++, which is pretty overwhelming for coders with beginner to intermediate programming skills. And it's these people that can benefit the most from a more considered simpler language. I think it's not so much the language, but considering the commands and how they are used that really make the difference for me.
Torquescript is pretty good though, and most of the things I'd want would require some kind of timing loop anyway.
things like easier bindings for keyboard control etc would be nice too. And conventional RGB255 etc instead of using floats, which are totaly alien to most artists, even makes using the mission editor less intuitive than it should be.
Maybe some of those things have been addressed in 1.4? Since I don't own the SDK and only get to play with torquescript, I havent really gotten to see much of 1.4 yet.