Game Development Community

Information on TGE 1.4 (NOT asking when its coming out)

by David Stewart · in Torque Game Engine · 07/05/2005 (8:32 am) · 22 replies

Hello,

I'm looking for a full featured post/plan/page on TGE 1.4

Looking at various posts and plans here, TGE 1.4 has been discussed briefly. The information is fragmented and to me gives the impression that TGE 1.4 may not be available for another year or more.

Jay Moore in a Dec. 2004 plan announced some goals for 2005 including the release of TGE 1.4 and 1.5.

I realise that this wasn't sure thing and it seems safe to say that 1.5 won't be out this year.


What I'm looking for I guess is a list of ideas and features that:
- have been implemented
- will/may be implemented

-------------

What are your goals for 1.4?

Some items that I have been able to piece together:

- bug fixes
- code clean and organization
- editor improvements
- gui changes
- component system
- "surprises" (Which is fine!)

I'm looking for comfirmation that TGE 1.4 is on the front burner and is getting attention.
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#21
07/24/2005 (9:02 pm)
This is all true, however we could make this sudo-code:


myVar1 string;
myVar2 int;

call myFunction(myVar1);

Function myVar(_pvtVar string)
{
blah;
}
for x = 1 to 4
{
myVar2 ++;
}

call myFunction2(myVar2)
Function myFunction2(_pvtVar1 int)
{
blah;
}
etc...



--------> INTO THIS <-------


myVar1 string;
myVar2 int;

Function Main();
{
call myFunction(myVar1);
for x = 1 to 4
{
myVar2 ++;
}
call myFunction2(myVar2)
}

// --------- PAGE FUNCTIONS ----------
Function myVar(_pvtVar string)
{
blah;
}

Function myFunction2(_pvtVar1 int)
{
blah;
}
etc...



Just hoping, Brian Peal
#22
07/27/2005 (5:14 pm)
Check out void main() in /engine/game/main.cc. =p

Just remember that the scripting language:
A) is multi-pass compiled so things can be placed out of order and still function properly.
B) all scripts are executed (in the demos provided) at startup.
C) ::onStart is where everything begins for everything.
D) /example/main.cs is the master of all things and is always the best place to start for tracing program flow if you get lost, until you learn the engine better.
E) when tracing scripting flow, for each exec() call, look at that script immediately so you know exactly what is going on for each step of the process.

Definately the longest time spent with Torque (for my meager brain) was understanding the interaction and flow between the C++ code and the scripting. These might be no brainers for most, but when something just goes haywire I always fall back on those 5 precepts for tracing what happened. Hasn't failed me yet.
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