Game Development Community

Visual C++ for Tourqe script

by Robert Stewart · in Torque Game Engine · 02/28/2005 (10:37 am) · 8 replies

I was just wondering if any has setup Visual C++ for tourqe script, so it has syntax highlighting and / or auto completion. If so can you share how you did it. Thanks.

#1
03/02/2005 (11:00 am)
Not that I'm aware of, but you should really check out TBE the Torque Build environment. It uses eclipse, and there is also a TIDE eclipse plugin somwhere on these forums.

Between the two you have a complete crossplatform dev tool, for both the engine and the script. It's great!
#2
03/02/2005 (11:41 am)
Ok ill check it out, thanks
#3
03/02/2005 (1:10 pm)
I've tried adding a Torque language extension to Visual Studio but the big problem is VS (starting with 2003) thinks a .cs is a C# file. I haven't found an easy way around this problem. Currently I'm researching the in-game editor

The only solution to the extension problem so far is to change (cringe) torque's underlying code for script compiling.

You may want to check-out my latest .Plan because I have a list of editors to try there.
#4
03/02/2005 (1:21 pm)
I only started using Eclipse this week but I am already in love. Good stuff indeed...

Eclipse -- http://www.eclipse.org/

TorquEdit -- http://opensource.kruxgames.com/torquedit/

TBE (Torque Build Environment which inlcudes Eclipse, Mingw, CDT--

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6950
#5
03/05/2005 (2:00 pm)
GVim also thinks that .cs files are C# files, and it colors them accordingly. It's actually a very good fit.
#6
03/15/2005 (10:04 am)
Has anyone ever tried changing all the .cs files to another extension? If not, I'm ready to. I love my VS.NET. :-D

Just to save trouble with cross-platform compatability, can someone confirm for me that both Macs and Linux support long extensions? I plan to use .torque
#8
03/15/2005 (10:06 am)
Both Macs and Linux support long extensions.