Embedding TSE in desktop app
by Per Sundling · in Torque Game Engine Advanced · 11/24/2005 (3:54 am) · 6 replies
I am quite new to Torque (and TSE) and have not had the time to really dig into the source yet, to understand its inner workings. Would it be possible to embed Torque in a normal desktop application based on, say wxWidgets, without making major modifications to the engine?
#2
so matt is right, it's not easiliy possible ;-)
11/24/2005 (6:22 am)
Hmm, althought this answer comes from an employee, i know that it DOES work, but i'm sorry i can't give you information on how its done, i worked for an company which did exactly this, embedding TGE into their desktop application, but i think it wasn't wxWidgets, and it was a lot of work... so matt is right, it's not easiliy possible ;-)
#3
@Arthur
Interesting... is that company still in business? Web page?
@Matt
Could you mention some of the hurdles involved? What do you think would be the most challenging part?
11/24/2005 (6:35 am)
Appreciate the quick replies... thanks@Arthur
Interesting... is that company still in business? Web page?
@Matt
Could you mention some of the hurdles involved? What do you think would be the most challenging part?
#4
If all you want is a rendering engine, though, you might be better served by just using something like Ogre. :)
Also, be aware that there are some licensing issues around making non-game apps using Torque, embedded or otherwise...
11/24/2005 (9:28 am)
A few people have embedded Torque in their apps over the years. It's a fairly significant engineering task, you have to be careful to get your app to play nice with Torque. But can be done. In broad you have to get Torque to point at a window in your app for rendering, and then make sure it has opportunities to tick, process input, etc.If all you want is a rendering engine, though, you might be better served by just using something like Ogre. :)
Also, be aware that there are some licensing issues around making non-game apps using Torque, embedded or otherwise...
#5
Well, sounds like it's possible then.... with a bit of determination :) Any idea of how deep an impact it would have on the Torque source? Do you think the changes needed would make it difficult to stay updated with the "main trunk"?
There are many 3D engines out there, such as Ogre, that could do the job, but the flexibility of Torque appeals to me. Even if the end-product in mind might not be a game it could still benefit from many of the game engine features.
About the licensing issues... a commercial tge/tse license is what's required to produce non-game apps based on Torque, right?
11/24/2005 (12:57 pm)
@BenWell, sounds like it's possible then.... with a bit of determination :) Any idea of how deep an impact it would have on the Torque source? Do you think the changes needed would make it difficult to stay updated with the "main trunk"?
There are many 3D engines out there, such as Ogre, that could do the job, but the flexibility of Torque appeals to me. Even if the end-product in mind might not be a game it could still benefit from many of the game engine features.
About the licensing issues... a commercial tge/tse license is what's required to produce non-game apps based on Torque, right?
#6
It'd be like Ford reselling VWs after stripping the logos from 'em, for twice the price. I only really bring it up because it came up recently.
Anyway, if you're just selling a binary product that uses Torque, you're fine. If it's not a game or you're not an indie (as defined by revenue and who you're contracting for), then yes, a commercial license is needed. If you have any questions, feel free to get in touch with us offline, and we can get you some answers.
11/24/2005 (2:59 pm)
Basically the only concern we have is about people building a product around Torque that basically resells it as an engine product. Example, someone a while back wanted to resell Torque source licenses with their simulation framework attached, for a significant mark-up, without mentioning that Torque was used in any way. We didn't think it made sense for people to buy Torque from them and give them extra cash for the privilege - for one thing, we've worked hard to make Torque available for a reasonable price, and for another, we didn't want to give out our tech without even a whisper of credit. :)It'd be like Ford reselling VWs after stripping the logos from 'em, for twice the price. I only really bring it up because it came up recently.
Anyway, if you're just selling a binary product that uses Torque, you're fine. If it's not a game or you're not an indie (as defined by revenue and who you're contracting for), then yes, a commercial license is needed. If you have any questions, feel free to get in touch with us offline, and we can get you some answers.
Associate Matt Fairfax
PopCap