Az has been poking me a lot lately about the ParticleSystem "Refactor" (we decided to rename it to Rewrite, as that is what it actually is.
So we worked a bit on it, and I have worked on adding a lot more info to the wiki page. Now you can find information on what it is, the different components and how to port your old datablocks to the new ones! Like these extensive maps.
If you're interested in that ParticleSystem Rewrite, we really need an abbreviation of that, you should totally check out that wiki page! It should give you all the information you need.
Torque6 C# scripting language
I've also been working on scripting for Torque6 with C#, this has included manually writing a c-style interface for all the console methods and functions.
The resulting C# scripts looks somewhat like this:
internal class AnimatedMeshExample
public static void create()
// Create some dwarfs!
SceneEntity entity1 = new SceneEntity
Template = "^AnimatedMeshExample/entities/bigDwarfRedDwarf.taml",
Position = Point3F.Zero(),
Rotation = Point3F.Zero()
// Register the object! (Similar to how you do it in C++)
// Add it to the scene!
Scene.AddEntity(entity1, "Dwarf Meshes");
// Let there be lights!
SceneEntity light1 = new SceneEntity
Template = "^AnimatedMeshExample/entities/lightTest2.taml",
Position = Point3F.Zero()
// More lights I guess
Scene.SetDirectionalLight(new Point3F(1, 1, -1), new Color(0.8f, 0.8f, 0.8f), new Color(0.1f, 0.1f, 0.1f));
public static void destroy()
Console.Print("DESTROYED AnimatedMeshExample MODULE");
Which is equivalent to this TorqueScript file.
I think it's pretty cool, and the C-Interface could be re-used for other languages as well! Making it easier to integrate your own scripting language on top of TorqueScript.
I'm still working on how to make it work as a module and such, but it's nearing completion!
andrewmac also noted in his latest post, I've also been working on writing a lexer for syntax highlighting for his embedded scripting IDE for Torque6:
I've even added some basic syntax-checking capabilities (although since it's not complete, I'd rather call it syntax-assisting capabilities).
It's not completely complete, but the fundamentals are there.
Thanks for reading
Been a while since I've written a post, thought I might just bring y'all up to speed with what I'm doing. So thanks for reading my summary-type post, and I do hope you check out the ParticleSystem Rewrite and the wiki pages and give me some feedback!