TGEA get started?
by Jonathan · in General Discussion · 11/27/2007 (1:47 pm) · 20 replies
Now I have looked around on the forum, but I can't fine any get started with TGEA tutorial. Becouse I can't copy over the code from TGE with out getting a error. :S
About the author
#2
11/28/2007 (7:40 am)
Thx for replay ^^ don some one know if I can make OG to work on TGEA ? becouse I want the game to work on linux and mac to, not just windows :P
#3
11/28/2007 (7:48 am)
Nope, there is no OGL for TGEA nor is there going to be.
#4
11/28/2007 (7:52 am)
Are you just using the TGEA Demo, or have you actually purchased it? If you have purchased TGEA, post in the private forums and you might get more help.
#5
my freand is telling me that GG will release a TGEA with OGL
11/28/2007 (8:04 am)
Okey ^^ i'm useing the demo version.... thx for helping!my freand is telling me that GG will release a TGEA with OGL
#6
11/28/2007 (10:41 am)
OpenGL has been canceled
#7
11/28/2007 (10:46 am)
Why don't you use TGE?
#8
11/28/2007 (10:48 am)
Just thought that I would note that there's no official cancellation of GL, just extreme quiet on the GG front about GL in TGEA.
#9
if you want OGL you though use TGE and the MK wich adds shaders and stuff to TGE that run in OGL and it is cross platform.
11/28/2007 (10:51 am)
If you notice all refrences to it have been taken off of the features page. if you want OGL you though use TGE and the MK wich adds shaders and stuff to TGE that run in OGL and it is cross platform.
#10
11/28/2007 (11:35 am)
OpenGL cancelled? I doubt it. What about all the Mac users?
#11
11/28/2007 (11:50 am)
Right now everything is quiet on the GL front and the information has been removed since it is unknown when or if it will be a feature in the future. It has long been a sticky point in the TGEA dev cycle.
#12
11/28/2007 (12:38 pm)
Yea I will use TGE, but I was just wondering about the TGEA :P
#13
11/28/2007 (7:29 pm)
Watch for Torque 2, I'm sure it will have OpenGL. GG doesn't want to cut out a large chunk of their customers.
#14
11/28/2007 (7:36 pm)
Correct me if I am wrong, but I think GG has stated elsewhere that the graphics portion of Torque 2 is based on TGEA and therefore is unlikely to support OpenGL.
#15
11/28/2007 (7:41 pm)
That surprises me.
#16
Hope fully T2 will have the code once concept that id has embraced. Tech 5 runs all of the same game code on windows DX9, DX10, XB360, PS3, Mac, and linux. and the art pipeline tools are some of the nicest I have ever scene. I pray that GG has been paying close attention. if they can do have of what id has dones and keep the price of T2 low They will change the face of the industry forever.
11/28/2007 (8:41 pm)
The only confimed renders for T2 at this point are DX9, and XB360 doesn't mena there wont be DX10 OR OpenGL Just mean that tehy are in yet.Hope fully T2 will have the code once concept that id has embraced. Tech 5 runs all of the same game code on windows DX9, DX10, XB360, PS3, Mac, and linux. and the art pipeline tools are some of the nicest I have ever scene. I pray that GG has been paying close attention. if they can do have of what id has dones and keep the price of T2 low They will change the face of the industry forever.
#17
One of the things that came out of IGC was that GG is working on toolset improvements. It was not discussed in-depth, but there is a team working specifically on a tool framework to provide intuitive and extensible tools.
As noted at IGC, Juggernaut is a code refactoring of TGE/A that has been in background development at GG. From my understanding, it compartmentalized the functionality, unrolling a large amount of the internal dependencies of the Torque codebase. For example, if you have tried to implement a new physics system in Torque, you have noticed that you have to touch a *LOT* of code in various parts of the engine to make sure your physics work correctly. T2, will definitely pull from pieces of the codebase, but will do so in a componentized manner. So if you don't like the default rendering systems, add in your own. Are you comfy with OGRE? Then use it as your renderer. Want 2D games? Use a 2d scenegraph for your T2 2D experience.
That's a bit of how I understand the evolution. Juggernaut was barely mentioned in Clark Fagot's slideshow as an intermediate step to organize the codebase. T2 is a refactoring of TGE/A/Juggernaut into a component architecture. It will probably have new code, old code, and hugely refactored code.
The IGC presentation is fading from my memory, but if I got anything wrong, then I'm sure I'll be correctled. The information on Juggernaut was scant at the conference since it was primarily for internal use and not meant for public consumption, so I'm sure I'm probably missing something there.
11/29/2007 (7:06 am)
T5 is using a platform layer, just like TGE has for years (and a large number of middleware providers have been doing). That way the core game code can be written without as many platform problems. But there is nothing from stopping id or licensed developers of T5 from adding things to the platform code that breaks the "code once" mentality if their target does not need to include Mac's or the 360--say if Sony licenses T5 for a PS3 title that will remain exclusive and wants to pump the best out of their hardware. It would be in the best interests of most developers to maintain that cross-platform support, however.One of the things that came out of IGC was that GG is working on toolset improvements. It was not discussed in-depth, but there is a team working specifically on a tool framework to provide intuitive and extensible tools.
As noted at IGC, Juggernaut is a code refactoring of TGE/A that has been in background development at GG. From my understanding, it compartmentalized the functionality, unrolling a large amount of the internal dependencies of the Torque codebase. For example, if you have tried to implement a new physics system in Torque, you have noticed that you have to touch a *LOT* of code in various parts of the engine to make sure your physics work correctly. T2, will definitely pull from pieces of the codebase, but will do so in a componentized manner. So if you don't like the default rendering systems, add in your own. Are you comfy with OGRE? Then use it as your renderer. Want 2D games? Use a 2d scenegraph for your T2 2D experience.
That's a bit of how I understand the evolution. Juggernaut was barely mentioned in Clark Fagot's slideshow as an intermediate step to organize the codebase. T2 is a refactoring of TGE/A/Juggernaut into a component architecture. It will probably have new code, old code, and hugely refactored code.
The IGC presentation is fading from my memory, but if I got anything wrong, then I'm sure I'll be correctled. The information on Juggernaut was scant at the conference since it was primarily for internal use and not meant for public consumption, so I'm sure I'm probably missing something there.
#18
thank
12/09/2007 (6:17 am)
Hello all i'm looking for toturials for TGEA (i'm read 3DGPAi1"2004") and understood it but i saw many differinces between TGE & TGEA do you have toturial for devlopment demo game with TGEAthank
#19
12/09/2007 (7:59 am)
Alienforce has ported the starter kits over to TGEA, but as for a general tutorial resource, I can't recall one.
Torque Owner Wesley Howe
Try this on the MinApp tutorials. There are only a few lines that need changed. I think just in demo/client/defaults.cs and in demo/client/prefs.cs
<* Wes *>