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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