Game Development Community

Access to changelog and SDK forums for non-programmers.

by Joshua Johnston · in Torque Game Engine · 08/06/2002 (9:32 am) · 24 replies

The topic pretty much says it all. As a designer and writer for game projects, I'd really like to be just as up to speed as the programmer when it comes to what features are available, coming soon, etc. Having access to the Torque changelog and other information that seems to be licensee restricted would be quite helpful, even if I don't have need of the code itself. Is there any way I can see this sort of information without purchasing a full license, or will the programmer(s) on the team need to take time to relay that information to me?
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#21
08/08/2002 (11:54 am)
I tend to agree with Joshua's request for a "light changelog," disclosing features and functionality added to the main CVS tree since the initial TGE release. I've talked to a few people who wished there had been some more indication of what they were getting into before they bought a license.

I'm not at all trying to tell GG how to run their business, and I plan to buy a license this weekend based on what I currently know about the engine. However, others who may not be as knowledgable about these things might dismiss TGE because they're only offered a list of features that were present on the initial release and (to the casual observer, anyway) nothing's been officially added to it since then.
#22
08/08/2002 (12:24 pm)
That's pretty much exactly the problem I've had. Yes, there's a lot talked about on the forums here about features, but it's hard to find out a single concise source to tell you what's actually in the engine as it's distributed now as opposed to what people are putting in their own branched codebases.
#24
08/08/2002 (1:21 pm)
Joshua,

I'm not sure exactly what you are really looking for here. A "light changelog" might be nice, but really thats just asking the developers to take more time out of their already busy schedules to provid a "light" list of what is already available to those that have the SDK. Plus the changelog is really quite big, and most of the entries are just boring bug fixes. I only read through once in a while and I don't see how a non-programmer would do much other than fall asleep reading it.

The main thing I would ask myself if I was you is this: "What features do I need that are not listed on the main (outdated) features page?" You can then do a search in the Resources section, and if you don't find anything then go ask in the forums if anyone's added/working on them. And just remember, with the SDK your programmers can add anything that you need.

As for things like getting to know how aspects of the engine work before buying the SDK, thats just not going to happen. There are many in the community that have had the SDK for quite a while and still don't know how *everything* works. :)

The thing is, it'd be impossible to create a list of features in CVS vs features elsewhere (eg, resources) because there are *ton* of resources, and they're being added to everyday. The CVS will always be the most general code base. It will only contain the basic features that almost everyone needs. Not everyone needs a Space Environment in their game, but someone did so he added that, and was nice enough to write up a resource about what he did. Thats how most non-general features get added.

As for tools, there really isn't anything you need other than the RW demo to try out the tools. The main tools are just for making GUIs and editing levels/missions. You don't need the DTS exporter 'cause you're just trying out the tools, not exporting your art already. Its not like you need a really pretty model to see if some feature of the engine works. Many people still use default SDk or RW models as placeholders while they work on their feature set.

I think if have serious concerns about specific areas, people will be more than willing to discuss them with you.
#23
08/08/2002 (2:10 pm)
Well, judging from the response you got with your specific list of questions here (less than 12 hours to get them all answered), it seems to me like everyone can get all the information just by asking. Maybe that needs to be clearer (perhaps a "Thinking of buying Torque, but..." forum would help) but from where I sit (as one who bought the engine already) people should be able to get all the information they need.

I have yet to see someone ask a question about what is or isn't in Torque and not get an answer, often times within a hour or two. Sounds to me like there is plenty of information out there, you just need to ask.

(edited to add:)
As for your question about what lives in people's codebases vs what is in the engine, that is not a question that is easy to answer. People (including me), have posted many, many code snippets to do various things in Torque, and some people have shown us some neat effects but not shared their source. Cataloging all the various snippets is not an easy job, and we seem to get at least 1 a day. I'm not sure if you need to be an SDK owner to search the code snippet resources, but you might want to look there.

Josh
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