TAP Components
by William Todd Scott · in Torque Game Engine · 03/30/2006 (3:07 pm) · 2 replies
Hi All,
I'm not sure if this is the perfrect forum for this...
Can someone indicate what engine files/directories makeup the core "TAP" functionality that should remain the same across TSE, TGE, & T2D?
We are using TGE, are about to shift to TSE, and will probably use T2D in the future. As such, I would like to setup our repot to have the common C++ directories in one shared place, so that core engine mods don't have to be replicated for each product.
(I did a search for TAP, but didn't find this kind of thing...)
Thanks
Todd
I'm not sure if this is the perfrect forum for this...
Can someone indicate what engine files/directories makeup the core "TAP" functionality that should remain the same across TSE, TGE, & T2D?
We are using TGE, are about to shift to TSE, and will probably use T2D in the future. As such, I would like to setup our repot to have the common C++ directories in one shared place, so that core engine mods don't have to be replicated for each product.
(I did a search for TAP, but didn't find this kind of thing...)
Thanks
Todd
Torque 3D Owner Stephen Zepp
In TGB, anything in the "T2D" code directory is untouched by TGE, and as much as possible (to date 100%, since TGE 1.4 includes the changes made in TGB) anything outside of the T2D directory is untouched by TGB.
TSE won't be nearly as clean to identify since so much is interleaved in other areas (for example, just about every object's render code gets touched, throughout all directories).