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LukasPJ

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  1. I missed this it seems But if you just want C and T3D then no reason to do any fancy stuff, you can just call functions directly from C. The biggest issue for you would be going the other way, but that should be easy to overcome let me know if you need any help, I'm pretty hung up with kids and work though so I'm easier to reach through Discord.
  2. This is old, there is a better way now I have a rough Python PoC and a more fleshed out C# solution using it
  3. Ah wait, then it might be something that you can throw into the engine if it doesn’t have the debugger. If that’s the case you can probably ignore it, got a link to the file in question? (Not familiar with the code base at all)
  4. I don’t know what it is in Torsion, but it sounds like it’s the client version of the telnet debugging server in Torque3D which lets you debug TorqueScript
  5. LukasPJ

    How do I start?

    Hi! Just so you know, Discord channel is a lot more active than the forums lately What you are looking at is Torque3D, unlike Unity and Unreal Engine which has a very clear distinction between editor and game, Torque3D has the game and the engine merged so to speak. So, if you click "Single Player" and start a game, and then click F11, then you will get all of the world building tools inside the current game session. We have some documentation over here: Welcome! - Torque3D Although it is pretty bare, it is being worked on and is actively improving. I personally would suggest the following steps to get comfortable: Take a look at this page: What's the Torque3D Engine? - Torque3D Have a quick glance at TorqueScript - Torque3D to get a feel for the scripting language Having a look at the project manager: Torque Project Manager - Torque3D Playing around with the world editor, click all the buttons and see what happens Follow the tutorial that I wrote: Your First Game - Torque3D if you have any questions/feedback for that tutorial please let me know
  6. Sorry missed that, then I’m guessing that, that PR would fix it. But you probably have to backport it to your version.
  7. Could it be related to this? Linux : loading `libopenal.so` without having to install `libopenal-dev` · Issue #505 · TorqueGameEngines/Torque3D (github.com) (This PR: Linux BugFix: OpenAL Loading by Ragora · Pull Request #532 · TorqueGameEngines/Torque3D (github.com)) Could you try installing libopenal-dev and see if that fixes it? If it does, then you probably want to backport that PR in your version of the engine. Edit: Also, as I understand the issue on GitHub, it's supposed to use the OpenAL that's bundled with Torque3D (libopenal.so.1) but it didn't. So that's why it shouldn't be a requirement per se. Also I don't think it technically "requires" OpenAL because you can run it with null devices, but you know.. You're gonna have a bad time without it.
  8. Yes, 4.0 is on its way! It’s scheduled to release in *checks notes* 2018.. well it will release soon(tm) you can join the Discord if you want to get a quick introduction, but 4.0 is fairly stable it just suffered from a bit of scope creep. 4.0 is the branch you hit when you go to the main GitHub: https://github.com/torquegameengines/torque3d there’s a binary somewhere if you need it prebuilt Edit: marked this as best answer, it seems like it answered the question.
  9. I've done a thing! I created a plug-in for IntelliJ (Open Source version is supported) that adds TorqueScript support. Behold: TorqueScript Language Support - Plugins | JetBrains It can be found from inside the IntelliJ plug-in menu as well. Feature highlights: Highlighting and code-completion Support for builtin functions and classes Debugger support It's still rough around the edges, but I'd love to hear if you use it and if you have any feedback as it is currently under active development. GitHub - lukaspj/IDEA-TorqueScriptLanguage
  10. Ah yes, the great conspiracy of the evil shadow organization running Torque3D, also known as the few meaningfully contributing developers. @SteeleDriver it’s mainly about not messing up syntax editors. It’s annoying having to deal with syntax highlighting for TorqueScript in visual studio code. There were also a great deal of confusion in regards to marketing, since it would show in GitHub as a C# project. Other options that were aired at the time was “.ts” and “.tcs”. ts is typescript it had similar issues to “.cs” You can change it back though! There’s a CMake option called TORQUE_SCRIPT_EXTENSION there might still be a few quirks that are still getting worked on, in regards to renaming the files though
  11. I think people are still learning how to navigate the new site and how to discover new posts I would have signed up as well, but not sure I'm deserving of such power. Also i live in Denmark so I reckon logistics would be difficult!
  12. Hi @lucazani, What Duion means is that you have to clarify what you expect from a "Drag and Drop" game engine. Most Game Engines are very far from "Drag and Drop" and the Torque engines are as far away from Drag and Drop as you can get. If you seek a simple game engine, perhaps Game Maker is your best bet? In any case, Torque3D is definitely not the engine you are seeking.
  13. Hey, @shadowMaker3697 and welcome! If possible, you can join the Discord if you need some more direct and quick response to some of your questions here! Regarding the vs2015 offline installer, you don’t need visual studio per se, but it’s certainly the easiest way to compile the engine. You can use a newer version if you get your hands on it, doesn’t have to be 2015 version. However if you don’t need to modify the source code, you can go pre-built binaries and scripting instead as well! It’s a much quicker way to get started with T3D.
  14. Hi guys, Just a quick update. My PR has recently been merged with 4.0 so it now supports C# interop! I'm still working on a separate branch for the C# projects, mostly because I'm looking at CMake integration. I have a new working example: https://github.com/lukaspj/T3DSharp-CoinCollection It now closely resembles working with stock T3D modules like the FPSGameplay, there is a how-to in the README. It runs off of this special branch: https://github.com/lukaspj/Torque3D/tree/feature/csharp-cmake-csproj-style Which does two things: Renames TorqueScript file extension from .cs to .ts Adds a C# Module to CMake With these two changes, it should be fairly more stream-lined to get up-and-running with C# in Torque3D
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