Game Development Community

Simple IDE inside TGB

by Rivage · in Torque Game Builder · 03/27/2006 (8:58 am) · 8 replies

Hi,
Having a simple IDE inside TGB would be nice.

The new GUI is just looking good and seem's ok for that kind of addon.

Writing script and directly testing it without leaving TGB i would love that.

Having basic project gestion, completion code and a built-in help/debbuger, something official...

I never use all of these nifty tools/options which comes with others IDE.

#1
03/27/2006 (12:43 pm)
I'll agree with this idea, but of course everyone will say Codeweaver/Torsion/Jedit etc is going to be better. I think what would be even nicer is some code generation. Have GUIs that look at options you choose and then write out scripts based on that. After that, if you need to add more functionality you can edit them in another IDE, or maybe a simple code editor right inside Torque.
#2
03/27/2006 (1:30 pm)
I agree but I do like torison
#3
03/27/2006 (2:06 pm)
Normally when I use a IDE, the most important thing is that it works fast so I can script and handle whole projects.

Thinking of the speed of the LevelEditor, a script editor would be like suicide as it uses much more ressources for syntax highlight etc than the level editor.
#4
03/27/2006 (2:40 pm)
Kinda getting off topic here, but replying to Joe here...

@Joe:

code snippets are cool (and i'm going to make sure tgb.net has a buttload of them) but a better idea is encapsulating such logic into functions as an SDK, to help abstract all of that away from the developer.

Code snippets are most effective for repeditive tasks (such as a for loop), the GUI stuff you mentioned would be better encapsulated as functions.
#5
03/27/2006 (8:52 pm)
@Jason,
I was thinking more along the lines of SimObject and function generation, not unlike what the editor currently does for datablocks. So we can set checkboxes and make basic things happen. Maybe similar to what Game Maker or Multimedia Fusion has going on? It obviously wouldn't be able to "click and create" everything but it could be fun.
#6
03/28/2006 (7:55 am)
I think is a great idea.
Not for editing ALL the code, just for tunning the logic IN GAME.
Right now I've put a simple multiline control and change
the logic of my game when it is running, it saves me a lot of time
because I don't need to start the game again.
Sadly mutiline edit control is currently broken (because the UNICODE
change) and you can't delete or edit code
and from time to time it crashes... :(
#7
03/29/2006 (5:27 pm)
Adam, I noticed all of that too. I did the exact same thing for awhile, then I decided to use the IUP widgets library instead. Try my resource if you want, it has a multiline console and commands window that comes with it. You can surround the code in #ifdefs to remove it from your release builds.
#8
03/29/2006 (5:51 pm)
Something like UnrealED.