Game Development Community

Need Help (Again) ASAP

by Architect · in Torque Game Engine · 10/06/2004 (2:54 pm) · 2 replies

I have a project due, tonight, on this file. My question, again, is how do you compile a game? I mean, as in, you make a game that runs itself. I game that doesn't require Torque to be loaded to play it. And it you tell me to compile a game, how? And is it the way to make it an individual product?

Thank you to repliers.

Alex

#1
10/06/2004 (5:28 pm)
If its that urgent, you might want to try irc at #garagegames .. There are a lot of knowledgable folks who hang there and they might be able to help you out in real-time. Hope you get it finished!
#2
10/06/2004 (6:54 pm)
Compiling a game is the act of creating a binary file which can be double-clicked to run itself. Torque is really a series of files (in C and C++). Once compiled, you turn that code into executable code (an .exe file). Some of that C++ code allows scripts to be read in, compiled as necessary, and run (more-or-less) dynamically.

Compiling requires (surprise) a compiler. If you are using Windows, a lot of people use various free compilers or Microsoft's compilers (like Visual C++ 6.0). On Linux, there is a free compiler which can also compile the games (to run on Linux). Mac's have the same ability.

You don't load Torque to play a game. You write a game in code (starting with the Torque engine, some other engine, or from scratch), compile the code into executable form, and then run that executable. Because Torque has the ability to read in external files, you can also have scripts which get compiled into a Torque-only format. It seems like, from your message above, that this is where you are getting hung up.

Most games written today have this ability to also read in external files. It allows for quick testing of changes WITHOUT recompiling the whole game into an executable. (There are several other advantages, too.)

I hope this was clear enough even if it might be a little late.