Game Development Community

Torque X 2D and Source Code

by Matthew Johnson · in Torque X 2D · 08/17/2009 (2:23 am) · 4 replies

The engine page for Torque X 2D isn't very clear on if the source code is provided. Here's what the web page says:

Source Code
Clean, fast, robust C# APIs for Torque X 2D's major systems enable use of any commercial middleware. You can use any 3rd party solution for physics, sound, or create your own custom implementation.

Maybe I'm reading to much into it. What I'm actually wondering is if the indie Torque X 2D license contains the engine source code, such that I can make modifications to the engine, recompile, and distribute on Xbox Community Games and the PC.

Thanks!

#1
08/17/2009 (2:30 am)
Yes. That's exactly what it contains. It doesn't contain the source code for TXB (the Windows-based editor), but it contains everything necessary to build the entire engine.

For each project you create, you will now have three directories: Game (your game), Torque2D (the source for the T2D stuff), and TorqueCore (the core engine). If you ever pick up the TX3D, that gets you one more directory: Torque3D that contains the source to that.

Hope that helps! BTW, having the source is essential if you want to do anything. I've needed to step through code and their code is better documentation than anything written.
#2
08/17/2009 (10:11 am)
Jason,

I don't have those folders near my game. Is that because I started with the StarterGame2D template? If so, is it too late to copy those folders into my game folder and somehow change the reference so that I can modify the source and have my game recognize it?
#3
08/17/2009 (11:08 pm)
Hi David,

I'd start by creating a fresh project, ensure that you have those directories, and then copy the contents of your Game folder over. If you own the engine and don't have the source, you really need to make this move!
#4
08/18/2009 (10:19 am)
Yeah, I've purchased the engine with the source code, so it seems silly to not use it.