Game Development Community

Plan for Chris Calef

by Chris Calef · 01/07/2005 (10:18 pm) · 16 comments

Edit: download it here:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6950

Hello again! This is going to be a quick .plan, I just wanted to announce the test release of a project I'm working on for Garage Games. We've been unhappy with the length of the initial learning curve for beginning programmers when it comes to compiling Torque. In addition, we understand that, for some people, coming up with the price of the engine was a financial stretch, and they can't afford to shell out another $70 or whatever for Visual Studio.

This is why Garage Games decided to put together the Torque Build Environment. It is a free package containing a compiler and debugger (gcc/gdb from MinGW) and a code editing environment (Eclipse). The installer sets up the necessary configuration files in your Torque directory, and even takes you to java.com if it determines that you don't have a Java Runtime Environment installed yet (Eclipse needs it). The intent here is to give newbies a "one click" (okay, you have to click three or four times, but you get the idea) solution that immediately puts them into a code editing environment and compiles the engine for them.

The one caveat here is this: we're putting this out for the lowest common denominator, people who don't claim to know _anything_ about what's going on, and as such we didn't feel the need to bend over backwards accomodating everybody's choice of path, etc. It requires that you have already installed the torque SDK and that you put it in the DEFAULT directory, i.e. C:\Torque\SDK. If you have already installed torque and didn't put it there, you'll need to move it there before running this installer.

That's all. Other than that, it should work. I say, "should", because it's only been tested on a couple of machines so far. If you have a clean windows system sitting around with no compiler or anything on it, do us a favor and download the Torque Build Environment, read the readme, and report back to us -- did it work?

Mucho Gracias to Ron Yacketta and Matt Benya for the resources they posted re: compiling Torque with MinGW and Eclipse!

Enjoy!

Chris

#1
01/05/2005 (11:06 pm)
Cool - now if only you told us where to get it from...

Gary (-;
#2
01/05/2005 (11:07 pm)
Does this support syntax highlighting for Torque Script? If so, is it possible to get the files necessary for syntax highlighting in zip format? I'm on a mac and it would be nice to be able to use Eclipse for the script editor.

Thanks,
Joe
#3
01/05/2005 (11:08 pm)
Sweet, I hope to show this to my students. . .sounds like a great idea!!!
#4
01/06/2005 (12:26 am)
Sounds cool, any link?
#5
01/06/2005 (1:43 am)
Sorry everybody, there was a delay in posting the file, but it will be up there soon. Be warned, it's 120 megs, but should be worth it. Keep watching the News section, it should come up by tomorrow at the latest.

@Joe: no support for cs scripts yet, sorry. Might be something that gets done, if anyone who knows Java wants to volunteer it would be a welcome addition!
#6
01/06/2005 (2:02 am)
That is great. I'll have to wait til my new machine to play though. My C: drive is packed. Everything else is in my D: partition. I don't even want to deal with my current machine. I'm just hanging on for a few months.
#7
01/06/2005 (2:21 am)
Will be checking this out tomorrow!

As an aside, the email in your public profile comes back with the following error:

Quote:
: host sitemail.everyone.net[216.200.145.35] said: 550
Recipient Rejected: This user does not have an account here (in reply to
RCPT TO command)

I was curious about your procedurally generated buildings, since it's a topic in design within our project as we speak!
#8
01/06/2005 (10:54 am)
ATM, I can compile Torque with MinGW and MSYS, using text commands. However, I can't compile TSE with it(GG doesn't care about supporting this, yet). Is there any TSE support planned for TBE?
#9
01/06/2005 (3:02 pm)
@stephen -- sorry about that, my email has changed to chrisc@garagegames.com.
thanks for bringing that to my attention!

@josh -- I'm sure we'll work TSE into the build environment process eventually... let us get the initial one bombproof on TGE first, though.
#10
01/06/2005 (3:19 pm)
Josh, it is our goal to provide a free build environment for Torque so that anyone can use it. TSE will be supported eventually.
#11
01/06/2005 (7:20 pm)
(In case anyone missed it, I edited the top of this thread to point to the link, it's up now. )
#12
01/07/2005 (12:32 pm)
Just a question. Does GG intend on making this the supported build enviroment? I recall in the last newsletter a poll asking what enviroment people currently use. I know there has been discussions about no longer supporting VS6 which I currently use. I know I need to upgrade , i'm still using Win98. As long as there is deadline that is posted i'm fine with it.
#13
01/07/2005 (10:20 pm)
TBE will not be required. It is just a choice. We are considering deprecating VS6 because it does not support some of the code that is coming in newer versions of Torque.
#14
01/08/2005 (4:17 am)
Thanks Jeff
#15
01/08/2005 (5:25 pm)
I'm glad I'll beable to compile TSE with MinGW and MSYS eventualy. But it doesn't help me with early shader development. ;)

Can the VS .Net 2005 beta release compile TSE?
#16
01/09/2005 (1:50 am)
Very exciting to see the first step toward an easy-to-use, completely free build environment for Torque. Chris has been kicking ass in the office, he worked a lot over the holidays to get this thing out to everyone for testing as soon as possible. So, don't disappoint... download and test this sucker out!