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Fixed carousel, started work on PR guide, fixed all sorts of things.
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4 changed files with 136 additions and 30 deletions
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@ -178,7 +178,7 @@ root: ..
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</div>
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<div class="media">
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<img class="pull-left feature" src="{{page.root}}/img/rendering-feature.jpg" />
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<img class="pull-left feature" src="{{page.root}}/img/editors-feature.jpg" />
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<div class="media-body">
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<h4 class="media-heading">Editors</h4>
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<p>
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@ -240,7 +240,7 @@ root: ..
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</div>
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<div class="media">
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<img class="pull-left feature" src="{{page.root}}/img/rendering-feature.jpg" />
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<img class="pull-left feature" src="{{page.root}}/img/scripting-feature.jpg" />
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<div class="media-body">
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<h4 class="media-heading">Scripts and source code</h4>
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<p>
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@ -252,8 +252,15 @@ root: ..
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<p>
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If you're not the recompiling type, Torque provides a scripting engine
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using a custom C-like language called TorqueScript. You can create
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whole games without touching a line of C++.
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whole games without touching a line of C++. Check this out:
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</p>
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<pre><code>$minion = new AIPlayer();
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$minion.name = "Fubar";
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$minion.setMoveDestination("50 0 0");
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function Fubar::onReachDestination(%self) {
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echo("I made it! Says" SPC %self.name);
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}</code></pre>
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</div>
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</div>
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</div>
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@ -263,12 +270,13 @@ root: ..
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</div></div>
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<div class="container">
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<p>
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Please note that the roadmap is currently being debated by the Steering Committee.
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This version represents our rough ideas and intentions and may change when we
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settle on an actual plan! When that happens we will document future engine
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versions here with their planned outcomes.
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<p class="alert alert-warning">
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Please note that the roadmap is currently being debated by the Steering Committee.
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This version represents our rough ideas and intentions and may change when we
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settle on an actual plan! When that happens we will document future engine
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versions here with their planned outcomes.
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</p>
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<h2>Short-term</h2>
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<p>
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The theme of our immediate efforts will be cleaning up the state of the repository,
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@ -280,12 +288,14 @@ root: ..
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<li>Set up automated testing to increase confidence in pull requests.</li>
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<li>Merge (possibly into unstable branches) or reject all outstanding pull-requests.</li>
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</ul>
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<h2>Middle-term</h2>
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<ul>
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<li>Linux and OSX support via OpenGL rendering layer.</li>
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<li>Clean up engine source code (e.g. use of non-STL container replacements, signed/unsigned mismatches).</li>
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<li>New modular script templates and content distribution.</li>
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</ul>
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<h2>Long-term</h2>
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<ul>
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<li>Modularise scripting engine, paving the way for other scripting languages.</li>
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@ -315,7 +325,7 @@ root: ..
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<p>
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GarageGames sold TGE for around $100USD throughout the product's lifetime,
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increasing this to $150 with the release of TGE 1.5. Its selling point against
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other engines was its strong networking (that had powered 128-player games
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other engines was its strong networking (which had powered 128-player games
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of Tribes 2), its terrain rendering, and the fact that a license bought you
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the entire engine source code. During this time, GarageGames spun off numerous
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other products - TorqueX focused on delivering the same strengths to the XNA
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