Web Deployment Considerations
by Aaron R. Baker · in Torque 3D Professional · 02/25/2010 (12:24 pm) · 3 replies
Hi, I'm a student at Columbia College Chicago and we're using Torque3D to build our game. We are interested in the idea of delivering our game via the web, so I had a couple questions regarding preparation for that.
1. Is there anything as far as assets, scripts, or engine modifications that will not function the same in our web deliverable as they do when we build for, say a PC (any limitations)?
2. What is the process for actually delivering our game? Will the "package project" button give us what we need?
If these are answered elsewhere on the forums (I looked for a bit, but couldn't find what I wanted) or in the documentation, please at least point me in the right direction. Thanks!
1. Is there anything as far as assets, scripts, or engine modifications that will not function the same in our web deliverable as they do when we build for, say a PC (any limitations)?
2. What is the process for actually delivering our game? Will the "package project" button give us what we need?
If these are answered elsewhere on the forums (I looked for a bit, but couldn't find what I wanted) or in the documentation, please at least point me in the right direction. Thanks!
About the author
#2
Which can cause a lot of head-scratching until someone tells you...
02/25/2010 (3:20 pm)
With only one caveat, I'd interject... unless you have the full version of Visual Studio, you cannot (re)compile the plugin for Internet Explorer. Which can cause a lot of head-scratching until someone tells you...
#3
@Netwyrm Thank you for adding that point, but we are using the full version of VS 2008 :D
02/25/2010 (4:40 pm)
Thanks Scott, glad to hear it should be easy. I'll do a test run of hosting our game on the web and let you know if I hit any roadblocks.@Netwyrm Thank you for adding that point, but we are using the full version of VS 2008 :D
Associate Scott Burns
GG Alumni
2) When packaging your game you just select the web as the target platform and it will generate the files you need to host. I outlined the process in detail in this thread.
The way the built-in web packaging works is it creates the installer and plugin for the game. The game files are installed to the end user's hard drive and the game is then rendered in the browser via the html page that is created and the plugin. This process is not the same as the tech used for InstantAction.