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Upgrading TGB basic

by Jeff Brophy · in Torque Game Builder · 12/19/2006 (9:19 am) · 10 replies

I am currently very upset with TGB. I purchased it with the understanding that the built-in language (TorqueScript) was extensible. What was not disclosed is that the extensibility REQUIRES the source code - which requires purchase of TGB Pro - not TGB "basic". And that the core TorqueScript language that ships with TGB "basic" is so weak it practically demands being extended in order to accomplish anything useful.

Can anybody tell me a way to extend TorqueScript without needing the source code?
* How do I launch a separate EXE? - in C++, use spawn() or exec().
* Can I load and call a DLL? - in C++, use LoadLibrary()
* Can I load and call a COM object? - in C++, use CoCreateInstance()
* Can I talk to a non-TorqueScript program using the Networking API?

Anyone?

If not, my only option is to try to get my money back, so I can put it towards a better toolkit from someone else.

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#1
12/19/2006 (9:59 am)
You should have invested more time evaluating the product if DLL/COM/Program execution was a feature that was necessary to your development process. Many windows-centric engines allow DLL hooks, but most cross-platform engines drop this to ensure compatibility.

1) I do not believe you can launch a separate EXE out of the box with TorqueScript mainly because Torque is a bit of a black box which lies above the platform layer. While this has come up in the past in TGE and TGB, this functionality is not a very common practice. Plus to maintain cross-platform compatibility, it would require a platform layer to be added for Mac app execution as well.

2/3) This would be a useful extension for windows-centric systems, but I do not believe it has been implemented as a stock feature, again because of the black boxing.

4) As long as what you're talking to can interpret the data that you're sending. You just need to make sure that you shape your packets correctly.
#2
12/19/2006 (10:23 am)
I hadn't seen anything that indicated TGB was primarily a cross-platform tool until after I bought it and read the FAQ on why the Direct3D support is so weak.

Can any recommend a similar tool to TGB that is primarily for Windows development?
#3
12/19/2006 (10:45 am)
What specifically are you looking for? Do you want editors and ease-of-use (something like GameMaker and its extensible action libraries?) or are you looking for a game development language like BlitzBasic, BlitzMax, PlayBasic, or DarkBasic? Are you looking at a source engine in C/C++ like Haaf's engine, Goblin, or PTK?
#4
12/19/2006 (2:53 pm)
Mostly what I'm looking for is a hardware accelerated 2D game authoring tool into which I can insert custom AI code that is written in C# or C++. This is what TGB advertised as doing - and TGB Pro apparently actually does.
#5
12/19/2006 (3:03 pm)
I would be interested in seeing exactly where it said you could insert custom code written in C#, or C++...

Maybe I just missed it, but the only thing coming close that I could find was were it talked about the source being included, and that was only with the PRO version. Was there misleading information on another site or something?

It would probably be handy for GG to know exactly what was stated where, so they can fix any ambiguous text, or add some clarification.

And there is plenty of mention of code once functionality (code once == cross platform)...

Just wanting to make sure that any confusion is cleared up for future purchasers...
#6
12/19/2006 (3:04 pm)
You mean the part that reads:
Quote:Source Included*
Modify the functionality of the engine to suit your own purposes. (*only in the Pro version.)

Torque X is the C# engine for XNA. The XNA editors are free for commercial and pro licensees, but a source purchase will be necessary for the engine code when it goes gold.

I don't remember seeing anything that touts C# or C++ compatibility with the binary license. If you could point it out, GG could correct it so that no one falls into your shoes of accidentally purchasing the wrong solution.

If you are a C++ programmer, you can probably get quite a ways with Hall, Goblin, or PTK. I believe that they are all hardware accelerated. PTK might not be, though. It has been a long while since I worked with it and nothing I was doing required it or really benefited from it at the time.

Edit:
Beat by Eric!
#7
12/19/2006 (3:22 pm)
How about the page that says TGB supports TorqueScript:

Full TorqueScript Support

TorqueScript is an easy to use C++ like scripting language that ties all of the various elements of your game together. It supports a large complement of functions including math, object manipulation, fileIO, and more. Compile on-demand with the integrated script compiler. Most of your game can be programmed in TorqueScript, with engine additions such as physics or intense AI coded in C++ to be called from script.


So... how do I do intense AI coding in C++ with TGB basic?
#8
12/19/2006 (3:24 pm)
You can't. You need to invoke console methods from the C++ side to reveal them to TorqueScript. That was the place that Eric and I were wanting to know about since it needs to also be marked as a Pro feature. were there any other places that you noticed?
#9
12/19/2006 (3:36 pm)
Mostly it was that one. There's a lot of online information about TorqueScript - all of which notes that the language is extensible - but it wasn't until I had the TGB documentation that I found information indicating that the only way to extend it was by modifying the script engine itself.
#10
12/19/2006 (3:37 pm)
I misunderstood and thought the extensibility was a feature of TorqueScript - not TGB.
Thanks for the additional information.