Torque Game Engine DocumentationVersion 1.3.x |
You don't have to do much to get your system ready to work with Torque. On OS X, simply ensure you meet the system requirements listed below:
Required Hardware:
Required Software:
Development Tools:
There you have it, nothing too heavy-duty. Please note, however, though the engine itself has fairly minimal requirements as far as hardware, the performance of any particular game built using the TGE will depend greatly on how each game makes use of the resources available to it. TGE games can vary from very low-demand applications such as small 2D game "toys" to high end (and high framerate) 3D Role Playing Games, First Person Shooters, Racers, Flight Simulators, and whatever you can dream up! Torque is a high-performance engine, it is up to you how far your own code and content will stress a user's systems.
Now that you've downloaded the SDK source-code, and your system is ready to work, read on to learn the simple procedure required to get the SDK compiled using XCode.
Xcode is Apple's free development environment that ships with Mac OS X 10.3 and higher. Previous revisions of Apple's development environment were called Project Builder. The Torque project file should work with either of these versions, but GarageGames only officially supports development on XCode.
Make sure that Xcode is installed and up to date. It can be installed from the Xcode Developer Tools CD that ships with Mac OS X 10.3. Once installed, it can be updated on Apple's developer site.
Installation instructions can be found in the document About Xcode Tools.pdf, also located on the Xcode Developer Tools CD.
Procedure B.1. Opening the Torque Project File in Xcode
Navigate to the directory where you downloaded Torque.
Inside this directory, you will see another directory called pb (an abbreviation for Project Builder, the predecessor to Xcode). Open this directory.
Open the package called torque_pb_2_1.pbproj by double-clicking it.
The first time you open torque_pb_2_1.pbproj, you may see a warning that it was created for an older version of Xcode. Click OK.
It is advisable to specify the example directory as Torque's build location. The Torque executable must be in the same folder as the main.cs file and other script assets.
Procedure B.2. Setting Build Location
Open the Xcode->Preferences... window.
Select the Building icon from the sections at the top of the window.
Change the first radio button selection to Separate location for build products.
type in ../example. This will tell XCode to place build products in the example directory, relative to whatever base directory you are working from.
Now when Torque builds, it will be placed immediately into the correct directory. This will let you run debug mode in Xcode, and prevent you from having to copy your executables from the default build location.
Now that you have the Torque Project file open, it is simply a matter of pressing the Build Active Target button to begin compiling Torque.
You may encounter a linking error referring to OpenAL or Ogg Vorbis files. If this error occurs, please make sure you have the latest OpenAL drivers for Mac from www.openal.org
If you still encounter errors while compiling, try following the instructions in this Mac TGE FAQ.
Congratulations! You've successfully built the Torque Game Engine SDK. If you'd like to run the demo application, it will have been output as ../example/Torque Demo OSX, or ../example/Torque Demo Debug OSX, depending on which build project was selected in XCode. Now, read the Torque Demo Application section to learn how to use it!