Game Development Community

What code editor do all you Mac users use?

by Willie Stevenson · in Torque Game Engine · 12/06/2005 (8:21 am) · 10 replies

I'm a total begginner and I'm just wondering what code editing program all you mac users use.

Also, I'm still stumped as to what program a mac user would use to create .dif files. Quark is PC only no?


and... the python scripting changes that are needed to export .dts files from Blender. Is there a simple description as to exactly where a mac user would insert the Python script? Is this the only way to get content created in Maxon Cinema4d into the torque engine?

Forgive my ignorance.. I'm just taking the plunge. My expertise lies elsewhere (TV production/digital f/x and 3-d animation) so my knowledge of seemingly basic concepts is a little .... sparse. But I'm hoping to learn fast.

Cheers

Willie Stevenson

#1
12/06/2005 (8:44 am)
There are definitely some handicaps as a Mac user, but there are some solutions out there for the most part.

For C++ code, Xcode is really the only way to go.

For scripting, there are a few options. Of course, any basic text editor will do, but for more functionality there are some decent choices. I tried JEdit, a free open-source editor that has some good add-on features like TorqueScript syntax highlighting, a project viewer, and TIDE...although the latter, which is supposed to allow script debugging, doesn't work on the Mac yet and the author hasn't gotten around to fixing it. There is also SubEthaEdit, a good editor that has some really great features including TorqueScript syntax highlighting, but one thing it's lacking is a project manager so you can't easily search for text among multiple files. Xcode can also be used for script editing, as there are plug-ins for TorqueScript syntax highlighting.

I was using JEdit for a while, but I finally stopped because I didn't like the user interface, and I was also experiencing some weird problems with it. I'm now using Xcode, which is fine. I would use SubEthaEdit if there was a way to search easily among multiple files.

I had no problem with the Python scripts for Blender, and it works well, but I don't remember off hand where I put them. I can look when I'm home later if nobody here knows.

As for .difs...well, there is the big problem for us. The only real solutions are (1) do it on a PC, or (2) wait for Constructor. I'm in no rush for DIFs, so I can wait.
#2
12/06/2005 (9:34 am)
Thanks... if you had the time to pin point the placement of the python scripts in the blender code I would be very greatful.

Another question... could one not create a concave or interior space using multiple .dts objects?

i bought the kenneth C. Finney: "3d Game Programing all in One" book to assist my immersion but it is a selfdeclared pc centric book.. although it seems to be a well written one.

I just read the endless Constructor thread. Hope further announcements are made soon. I'll be first in line.

Also... stupidly , I bought and downloaded Garage Shader Engine before I read platform availability. $100 poof!

Thanks for the reply.
#3
12/06/2005 (12:03 pm)
I'll take a look when I'm home later...

I believe you could create an interior space with multiple DTSs, but I'm not an expert in that (yet) and my understanding is that it's neither recommended nor ideal, in terms of the final product, at least for larger interiors.

I have the book, too, and while it is certainly PC-centric, there's no real issue getting any of the stuff to work on the Mac. I took the files directly from the CD and can use them with the Torque executable from my build.

By the way, I should thank you. After writing what I wrote above, I wanted to be sure that SubEthaEdit didn't have project management capability. So I did a Google search, and while I was right, I stumbled upon a new editor called TextMate. It's apparently Mac-only, extremely well designed, and it looks like it has the functionality I'm looking for...including project management and better TorqueScript syntax highlighting than Xcode (it's more customizable). It's not free, but it might be worth it.
#4
12/06/2005 (12:37 pm)
In what some might call a foolish move , I just purchased Unity in response to another forum suggestion. I will immerse myself in both Torque and Unity.

Obviously (as discussed in other threads) there are some major shortcomings within Unity, but there is also some more instant (relatively speeking) gratification for a code illiterate, mac and C4d user like myself. My partner and I have decided to each chose one and see where we get for a couple of months. There ARE a few features besides the mac/c4d friendly aspects of UNITY which seem quite cool. It does not have the depth perhaps.

Anyway, I'll keep you posted in the comparison. I'm sure that when Constructor is released it will push Torque into another zone of user friendlyness.

Looking forward to the Blender info. I'll check out textmate.
#5
12/06/2005 (12:52 pm)
Unity's not a foolish move unless you didn't adequately test it with the demo (that's a foolish move with any engine). It's a nice little engine. Reminds me a lot of 3D GameStudio for the Mac (though without WED and MED). The OTEE guys are also on top of things.
#6
12/06/2005 (12:59 pm)
Then it was foolish then. I can't help it. I'm impulsive. Plus $250 is a fairly modest investment for the stage of R&D and self educating that our company is currently in.
#7
12/06/2005 (1:33 pm)
I was really tempted to get Unity over Torque, particularly given how simple it is to use. I didn't because I was already familiar enough with C++, and there are some things I want to do that I wasn't sure Unity could handle. It's definitely an attractive product, though.
#8
12/06/2005 (1:42 pm)
I plan on dedicating our full energies into using both tools. Torque seems to be much deeper tool.
#9
12/08/2005 (6:02 pm)
By the way, if you haven't figured out where to put the python scripts yet for Blender...

The directory is actually hidden - in reality, it's hidden twice.

Find the Blender application, then right-click (or option-click) and choose Show Package Contents. A window should appear with a folder "Contents", and in that folder is another folder called "MacOS". In that folder you should see only one file called "blender". This is where the hidden directory is. Type command-shift-G (to Go To Folder...) and enter ".blender" (without the quotes). You should now be in the .blender directory, and you should see a folder called "scripts". There you go.

I got this information, and a lot more, from an excellent wikibook called Blender 3D: Noob to Pro. This information is way down under "Advanced Tutorials" in "Python Scripting->Export scripts". I recommend the entire wikibook.
#10
12/08/2005 (8:05 pm)
Thanks for that.