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Build Torque with source code using Xcode

by Jared Bauer · in Torque Game Engine · 08/12/2004 (5:34 pm) · 4 replies

Thanks for your reply.

I opened up the pb and did all that and it works great. I was just wondering how to build one from scratch, or is it basically set in stone that you have to use torque_pb_2_1.pbproj for everything? I went ahead and tried to use the free download demo in the same manner that I compiled on something from the "3D Game Programing All in One" book tutorials, and it worked fine. If that is all I need to do, what was the point of getting the source code?

I learned visual basic a number of years ago, but I never did any compiling in it. When I tried to get into C++ classes in college, they made me start with some crappy "computer logic" class that was 100% paper work (it felt like taking 10 steps back from VB). I never got to take any C++ classes, so I never learned how to compile. I know I can figure out Xcode if someone can nudge me in the right direction, even tell me of a good book to start with or something.

#1
08/12/2004 (5:34 pm)
Actually its alot easier than that Jared.. there is a folder called pb in the main directory for torque from CVS. Inside that folder there is a a file called torque_pb_2_1.pbproj, open it and build away. There are also more detailed instructions in the building docs for the engine.

Since I have XCode I also upgrated the target to a native target using the project menu, a nice way to avoid the 40 or so warnings.

Hope that helped.... :0
#2
08/12/2004 (10:37 pm)
Basically, the torque project we ship gives you a starting point. You can remove code you don't want or apply resources/write new code to fit. The idea is to show you where to start with Torque. All of the "finished" Torque games are built off of that rough same base with modifications to suit.

This is not a constraint. It's just that most Torque projects are going to need the same stuff, so there's not a lot of point in shipping a project with much less or much more in it.
#3
08/13/2004 (8:10 am)
Hey Ben, that last comment may have come out as a jab at the engine and it wasnt supposed to be. I really think it is great that you guys provide the source code for such low price.

So what your telling me is that there is no reason to start a new project in Xcode when you want to start a new project using Torque?
#4
08/13/2004 (8:56 am)
No worries. :)

Well, it might be a good idea to copy the existing project before you start modifying it heavily (or just do your changes in a seperate copy of the Torque checkout so you have a clean copy around to go back to - I always do that and it's been very useful). But you definitely don't need to start a new blank project when you start a new project with Torque.