Game Development Community

Clean Slate

by Wex · in Torque Game Engine · 06/26/2003 (9:29 am) · 4 replies

What I'd like the torque engine to do is nothing, absolutely nothing. Just render and big black void of nothingness.

Then, by just writing a bit of script I should be able to load in a model, or a map.

I don't want to use any form of GUI to do this, only to do it though writing a bit of scripting (or a lot if that's what is needed).

Is this possible?

#1
06/26/2003 (9:32 am)
Perhaps a better question whould be: What are the core files for the engine?

Once it's all compiled, what are the minimum files needed to load a DIF map? Say I wanted to get rid of all the SDK, the demos, the help files, and just have the engine sitting there.
#2
06/26/2003 (9:41 am)
Just look at the file : ./torque/engine/game/main.cc
or was it
./torque/engine/main.cc ?

anyhow ..
start to look there for all you need to know about stripping it down.
#3
06/26/2003 (2:50 pm)
There has been a lot of talk about this and providing the minimal set of files to get started. I'm looking at building a starter game that contains 1 mission (completely flat), 1 player model, etc. that anyone could start from.

The general concensus is to start with the fps game and go from there, but IMHO even that contains a lot of extra stuff that I want to either learn or add myself.

I'm looking at providing documentation (and files) in the form of something like this:
1. Start with my starter world. Simple and not a lot there but you run around and check out the engine.
2. Do some terraforming with the terrain editor
3. Add a new static object (say a crate, stone, tree, etc.)
4. Add a new dynamic object (weapon, ammo, health pickup, etc.)
5. Add a new player mesh

Something like that. I'll post it in the resources section once I have it documented and tested.
#4
06/26/2003 (3:21 pm)
... hmm I must say,
that sounds like the engine with out very much removed at all
(gui components)

because to have what you describe requires that the main loop you are working with has most the objects in it.

eg:
terrain code, shape, console, script code..
with those come very many others.
(lighting materials...)

really all you could leave out from that description would be,
sound, particle system...

If you want to make a base engine.
you should start with the platform code.
the console code and that is about it.
then have the project setup modular to accept simple addition of the shape code and terrain code... and others.


*shrug*