The browser plugin - progress
by Neil Marshall · 05/02/2006 (3:34 pm) · 2 comments
The browser plugin project made some progress today with the help of James U. You can now reload the web page that the plugin is on and you can now press back/forward.
It was no easy task because Torque does some wacky stuff that I'm still trying to solve. There were two major hurdals though. First, was the obvious one of getting AbstractClassRep to shutdown and reinitalize properly. Once that was done reloading worked in the main menu. However, if you went into the 3D portion of the engine, and hit reload, it would crash.
What we could tell by debugging was there were 3 or 4 objects left in memory that looked like particles. I removed the particles from the demo game and I was able to reload once. Every other time I tried it, I ran into the same crash though. It turns out it was because Kork likes his foot puffs. I removed Kork and was able to reload if I didn't walk around. There are a couple messages on the forums where other people have run into this problem for various reasons as well, but there wasn't really a good solution to be found. James came to the rescue again and wrote a function which removes all emitters before the game shuts down. It seems to work quite well.
Now you can reload most of the time without it crashing but there are a couple issues left to debug. I think they're related to some information hanging around but I haven't found it yet.
In the meantime I've uploaded the latest source code to TDN and you can check it out. I would post a screenshot but you can only show a browser window so many times. I guess I could record a movie of me pressing the reload button... :)
It was no easy task because Torque does some wacky stuff that I'm still trying to solve. There were two major hurdals though. First, was the obvious one of getting AbstractClassRep to shutdown and reinitalize properly. Once that was done reloading worked in the main menu. However, if you went into the 3D portion of the engine, and hit reload, it would crash.
What we could tell by debugging was there were 3 or 4 objects left in memory that looked like particles. I removed the particles from the demo game and I was able to reload once. Every other time I tried it, I ran into the same crash though. It turns out it was because Kork likes his foot puffs. I removed Kork and was able to reload if I didn't walk around. There are a couple messages on the forums where other people have run into this problem for various reasons as well, but there wasn't really a good solution to be found. James came to the rescue again and wrote a function which removes all emitters before the game shuts down. It seems to work quite well.
Now you can reload most of the time without it crashing but there are a couple issues left to debug. I think they're related to some information hanging around but I haven't found it yet.
In the meantime I've uploaded the latest source code to TDN and you can check it out. I would post a screenshot but you can only show a browser window so many times. I guess I could record a movie of me pressing the reload button... :)
About the author
Recent Blogs
• Experimenting with TSE• TGE Browser Plugin Online
• TGE Browser Plugin
• TGE Browser Plugin
• More TGE in the Browser
Associate Tom Spilman