On 1-Jan-07, at 6:42 PM, Seth Willits wrote:

On Jan 1, 2007, at 3:26 PM, Frank Condello wrote:

RBScript driven Torque would be cool, but embedding the RB compiler into Torque isn't something a third party can do (not without RS's blessing and source code at least). One of Garage Game's big selling points is that you get the full source code, so it's unlikely that this will happen even if RS was on board...

What's the point?

TorqueScript is designed around seamlessly using the same objects in both script and C++. Doing that with RBScript would not only seem really difficult because it's designed for an entirely different purpose (all this would have to go through the Context object?) but pointless.

I said it would be "cool" not better or prettier or even useable ;) Back when I last seriously looked at Torque I was mostly interested in the C++ bits, and to be honest, TorqueScript never appealed to me and was a major reason why I shrugged off Torque long ago. The other reasons (poor Mac system drivers and few-to-none Mac tools) have greatly improved recently but I just never got over my disdain for the scripting environment.

I agree there's not much point trying to combine RB & Torque, but anything that gets people talking about improving RB's gaming abilities is worth discussing (I guess) and an RBScript-driven game engine would be cool in general. If anyone wants to discuss the logistics of such a beast please post a message to the RB games NUG...

Frank.
<http://developer.chaoticbox.com/>
<http://macgameblog.com/>


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