Fixed carousel, started work on PR guide, fixed all sorts of things.

This commit is contained in:
Daniel Buckmaster 2014-03-25 15:08:03 +11:00
parent 7a1016aa85
commit 0352294fc3
4 changed files with 136 additions and 30 deletions

View file

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