Game Development Community

Empty project not really empty

by Yoni · in Torque 3D Professional · 08/03/2011 (9:37 pm) · 2 replies

I am trying to learn the engine and when i create an empty project, i get all the unneeded stuffs, which are really unneeded when a noob in this engine want to try learning.
Mission download, client - server, ..., all of these are not needed.
All i need is the engine startup, a gui with a button and when i click it, load the map, and i code the map loader, load player and spawn it and so on.

Why is it like that? or is there any alternative?

Thank you.

#1
08/03/2011 (11:11 pm)
The example scripts and projects are just that, examples. They can be stripped down. Even the contents of the "core" mod (common scripts used by "all" projects) can be trimmed. One can technically create a new template project that contains nothing more than a main.cs in the root directory. From there you will need to initialize the various subsystems - the canvas and audio at minimum to get things started - and load your game code. The tools (editors, etc) is a bulky mod that loads on top of the game project, so you'll likely want to leave that as is.

Many people have expressed the need for an 'emptier' barebones Template because the current and decade old setup has shown itself to be confusing to many beginners, and loaded with a lot of unneeded fluff. It would be great if a future version of T3D was setup with a minimalistic project in mind - not the mention the benefit for Tutorials and documentation for newcomers if they were begun from such an minimum example.
#2
08/03/2011 (11:44 pm)
Thats true, its really confusing.
Im currently tracing functions using torsion debugger to get an idea how things flows.

My goal is to make a simple program that boot up the needed sub-systems, load a mission, spawn the player and thats it.

I would appreciate if someone who has done it could post some help here.

Thanks.