Game Development Community

Environment/workspace setup

by Johan Stenqvist (neochrome) · in Torque Game Builder · 07/04/2006 (5:59 am) · 6 replies

Hi,

Just out of curiosity: How are your TGB development environment/workspace configured?
One copy of the games folder (stripped of tutorials and examples) for each of your projects, or do you just have all your projects as separate subfolders within the shipped games folder?

Also if you're using Torsion, do you have one Torsion project per project or just one big?

#1
07/04/2006 (6:26 am)
I just keep all of the projects in the games folder. Then I set up individual projects in Torsion and use the "Ignored Mods" section of the project setup to hide any mods I don't want to see in Torsion.
#2
07/04/2006 (9:56 am)
I use a similar process to Doug, except I get really annoyed when adding new projects that I have to open each project and add the new project to every ignore list. So what I do is use that method until I reach a stable point in development of a project, then copy the mod, common, and tool dirs out to a sandbox and work on the project from there. It's not like I think it's a great workflow, I just can't believe the insanity of Torsion's inability to deal with a multi-project workspace.
#3
07/04/2006 (10:25 am)
Regardless of what engine I use, I have a seperate SVN repo for every project that includes source + whatever is needed for the game (e.g. game specific projects such as VS and Torsion projects, game data and scripts).

Having everything in one place would drive me insane. I have in excess of 50 seperate Torque based projects (of course, not all of them are TGB) ... and pretty much all of them differ in some way from stock. Just imagine 50 mods, 50 .exes and 50 copies of the source ... all in one directory. Even if you're just using TGB and you never touch the source code, over time it would quickly become unmanageable. I can't see how anyone could consider that a good idea ;)

Edit: Forgot to mention, I also keep pristine copies of various versions of the engines. These never get touched in anyway and serve both as a handy place to copy the engine from for a new project and as a source for diffing things if I need to.

T.
#4
07/04/2006 (2:02 pm)
Thanx - great input everyone.

So far I only have TGB, and started out by having all my projects as Doug mentioned. I had some problems with this, at least until now, as TGB got updated rather frequenctly and wasn't always that backwards compatible. So I switched to one copy of the whole engine (minus the source) for each project. It worked better with the frequent updates, as new projects could use the new version etc. But the problem with old versions was still there. But now that TGB is more stable I guess that problem is more or less solved.

@Tom - I think you've got a point about the hardship of managing 50+ projects in the same games folder of TGB - but if you only keep one folder for each project and use something like SVN for each of them instead of backup folders etc I don't think it would be that bad. Assuming you always work off a pristine copy of the engine that is. Besides the obvious (but completely ignorable) waste of space when you put every project as a separate repository in SVN, with source and all, it gives total control over everything - which we all like of course!

I guess one could always keep like a workbench copy of the engine installation - where you have all those small tryouts, using the pristine version of the engine, and then when something matures (if it ever does) you switch to everything under sourcecontrol etc.

@Ben - I agree with you that Torsion (which I just recently started to use) has some shortcomings with the project management. It would perhaps work better if you where able to invert the ignored mods option to effectivly get an included mods option instead. That way each of your Torsion project could just include common, tools and it's own folder - and any newly added project wouldn't force you to go through and update all the other ones. Hmm - maybe I should post this as a feature request for Torsion. I think I'll do just that.

Anyway - always interresting to throw around some ideas and hear what others have done.
#5
07/04/2006 (2:54 pm)
When I get a new version of TGB I usually take a copy of the games folder and put it somewhere else. I then remove all the excess folders and go through main.cs / game.cs and clean things up. Rename the TGB folder to game or something simmilar and change all the exec pointers. This then becomes my "clean project template". I then take copies of this folder and migrate my project code into it.

Main reason I do this is because I still manually package things for "compiled" builds and generally zip package my resource files so I just find it easier. I also have a tendancy to "versions" of my game seperated out from my current working project.
#6
07/04/2006 (4:23 pm)
Personally, I start with nothing, keep each copy of project in cvs, and I have gnuMake scripts + perl that build the projects. Then as I move from windows, linux, mac, I just run the make scripts and get my game on that platform.