Porting from TGE to TSE
by Robert Harwood · in Torque Game Engine Advanced · 03/31/2005 (12:51 pm) · 8 replies
I recently purchased the TGE and have been studying the inner workings, however with all the cool new stuff in TSE I would like to upgrade to that when the time comes. Am I wasting my time playing with TGE in respect to moving to TSE? Will they be similar? (in the scripting etc side of things) and will I be able to apply my TGE knowledge to TSE?
Thanks,
- Rob
Thanks,
- Rob
About the author
#2
03/31/2005 (1:19 pm)
Thanks, so if I modify stuff like "player.cc" etc in the \game directory of the engine can that be easily ported too? (Assuming I dont do heavy graphics stuff in there)
#3
TSE was last synched up to TGE's 1.2 revision, we're going to bring it up to 1.3 in milestone 3.
03/31/2005 (2:50 pm)
Yes. At the moment we are actually trying to keep TGE and TSE as synched as possible for non-gfx related areas. If you use a diff utility like Beyond Compare, you can get a really clear idea of what has changed between the two engines. TSE was last synched up to TGE's 1.2 revision, we're going to bring it up to 1.3 in milestone 3.
#4
03/31/2005 (3:06 pm)
Very cool.
#5
03/31/2005 (3:39 pm)
@Brian - Synched to 1.3 and not the soon to be released 1.4?
#6
04/03/2005 (4:15 pm)
We'll have to see how 1.4 shakes out. Still in beta.
#7
04/06/2005 (3:28 pm)
I'm just wondering how the porting issues are going to be affected by the introduction of TSE terrain...
#8
It might be a good idea, once TSE is more mature to introduce a FAQ or a guide to porting projects from TGE to TSE.
This is a good thread with some useful information, thanks all.
--RB
04/12/2005 (5:34 am)
I have been curious also about the portability of code/projects. I've been a TGE/TSE owner for a while now, but I have not really had the kind of time I'd like to have in order to truly learn how to use TGE and TSE. I've often wondered if learning TGE would just be a waste of time at this point.It might be a good idea, once TSE is more mature to introduce a FAQ or a guide to porting projects from TGE to TSE.
This is a good thread with some useful information, thanks all.
--RB
Torque Owner Brian Richardson
1. Changing a few prefs in your scripts
2. Converting your OpenGL calls to Gfx calls. For the things I've had to touch, it's been pretty mechanical.
3. Changing your include defintions to match the structure changes that have occurred in TSE.
I've been able to make my C++ stuff compile in both with a compiler define. You can see an example of the rigid shape tweaked to compile under both here.
Like I said, this is for changes / resources that do not do lots of graphic heavy operations.
Hope that helps.