Game Development Community

Questions/Using Git with Torque2D

by Shane · in Torque 2D Beginner · 03/09/2013 (8:04 pm) · 5 replies

Hello everyone,

I'm quite new to Torque2D and have never used Github before. Here's what I currently did:
  1. Created a Github account.
  2. Downloaded the native Github application for Mac (the official one from Github).
  3. Added the Torque2D project to my repository on my online Github account.
  4. I clicked "Clone to Mac". This cloned my added repository from the official Torque2D project to my Mac at a location I specified.

Some questions:
  • If I edit/change the source code to my likings, how do I make sure that my custom modifications/source code do not get uploaded/suggested?
  • How do I subscribe and download new versions of Torque2D (or revisions) when they are released? I've already starred and added Torque2D to my watch list.
  • Say I make a modification to the source code and a new version of Torque2D is released, how do I make sure it doesn't override my previous work?
  • I'd prefer to keep my email private. As long as I don't submit revisions/modifications, my email won't be public, correct?

Please keep in my I'm very new to Github.

Your help is greatly appreciated,
Shane

#1
03/09/2013 (11:03 pm)
Assuming you've not already, it's worth you reading the Git starting document on our wiki here.

It sounds like you want to Fork the repo to have your own private copy. When you've got this you can turn it into whatever you like. You have to explicitly pull merge changes from the main T2D repo into your repo and any conflicts during merging will be shown, it won't just stomp over your changes and in the end you can choose what to merge and when.

Don't worry about uploading accidentally, you don't have permission to do that so it'll just not allow it. :)

Although it's not free, it's cheap and I can't recommend SmartGit highly enough. It turned me from an struggling command-line Git user to an almost competent Git user overnight. It works seamlessly/identically across platforms ;)
#2
03/10/2013 (12:15 am)
Thank you for the informative response. I have for the most part set it up, and that wiki link helps a lot :)

EDIT: There doesn't appear to be much documentation on this but, a) is a full-fledged game basically an advanced module/toy and b) is there no GUI editor?
#3
03/10/2013 (3:50 am)
@Shane - in a very broad and general sense, yes, a full fledged game will be a collection of 1 or more modules. It can be similar to the default setup where T2D loads AppCore as the first module, AppCore loads the Sandbox module, and the sandbox loads each individual toy. Or you can have something totally different, it's all up to you and how you want your game to be organized. A getting started guide is being written at the moment, that might help in understanding the basics of the module system.

github.com/GarageGames/Torque2D/wiki/Getting-Started-Guide

For your other question, there are no editors at the moment, for GUI or anything else. I thought I read somewhere that the GUI editor from the legacy TGB/T2D still works, but that product is not open source.
#4
03/10/2013 (5:35 am)
Actually, SmartGit is free for non-commercial purposes.
#5
03/10/2013 (11:09 am)
Thanks guys.

I was *literally* just on the Getting Started wiki page last night. It must have recently been updated because all that information was not there :P

Glad to know it's now there :)