Game Development Community

Torque Engine source code

by John Eric Miller · in Torque Game Engine · 03/23/2003 (4:11 am) · 4 replies

Is the code written in straight C++? Does it use mfc at all? Does it use win32? What version of OpenGL does it use and how does DirectX fit in? What knowledge does a programmer need in order to work with the engine source on the windows platform?

Thanks

#1
03/23/2003 (8:40 am)
Straight C++, except that there may be some discreet use of ASM in the platform-dependent libraries to increase speed.

No MFC.

It comes with Win32 platform support, but it also supports Linux and MacOS X.

It would seem to use OpenGL 1.2. There is a compatibility layer that uses DirectX, but it's a bit slower.

C++, some familiarity with the math behind computer graphics (transformation matrices, quaternions, Euler angles), some understanding of server/client issues (even single-player Torque actually runs as a client against its own server) are all recommended, but practically speaking...

You only really need C++, the ability to learn by sifting the code, the Garage Games site, and the web for clues, and the willingness to experiment lots to debug your problems.
#2
03/23/2003 (8:49 am)
Not to be anal about it, but Torque uses OpenGL 1.2.1 - 1.2 didn't have multitexturing.
#3
03/23/2003 (8:58 am)
Thanks for the synopsis, Conrad.

Do you have to use the compatibility layer for DirectX or can you just use native OpenGL calls? Is the DirectX wrapper easily removed?

Can you recommend any books or sites that would help me get up to speed in each of these areas?

Thanks
#4
03/23/2003 (9:30 am)
You can use (and it's recommended that you use) the native OpenGL drivers. Switching between OpenGL and DirectX is an option that would be supported in the game engine, not something that the programmer needs to decide on.

I suggest you get started practicing this part of my response:

Quote:You only really need C++, the ability to learn by sifting the code, the Garage Games site, and the web for clues, and the willingness to experiment lots to debug your problems.