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DotNetTorque (DNT) for T3D MIT 2.0

Winterleaf Entertainment L.L.C.

(http://www.winterleafentertainment.com/)

You can download a compiled version from here.

This repository provides the standard conversion of the MIT Torque 3D v2.0 stock engine to be run inside of CSharp.
Included in the repository are both the "Full" and "Empty" project conversion to create your own games using DNT.

To create projects, download Torque 3D Project Manager v1.1 and unzip it into your DNT-Torque3D Folder.

Documentation is available at DNT WIKI

Forums

Public DNT Forums are at (http://www.winterleafentertainment.com/Community/Forums.aspx)

NOTE:

If you modify the console functions in the C++, you must also manually update the cooresponding extern in "Source/DotNetTorque CPP/DotNetC.cpp".
If you wish to simplify the modification process please purchase DotNetTorque and the purchase includes a utility which automatically update the externs in the CSharp and C++.

Legal Disclaimer:

Copyright (C) 2012 Winterleaf Entertainment L,L,C.

THE SOFTW ARE IS PROVIDED ON AN “ AS IS” BASIS, WITHOUT W ARRANTY OF ANY KIND, INCLUDING WITHOUT LIMIT ATION THE W ARRANTIES OF MERCHANT ABILITY, FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT . THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE SOFTW ARE IS THE RESPONSIBILITY OF LICENSEE. SHOULD THE SOFTW ARE PROVE DEFECTIVE IN ANY RESPECT , LICENSEE AND NOT LICEN - SOR OR ITS SUPPLIERS OR RESELLERS ASSUMES THE ENTIRE COST OF AN Y SERVICE AND REPAIR. THIS DISCLAIMER OF W ARRANTY CONSTITUTES AN ESSENTIAL PART OF THIS AGREEMENT. NO USE OF THE SOFTW ARE IS AUTHORIZED HEREUNDER EXCEPT UNDER THIS DISCLAIMER.

The use of the WinterLeaf Entertainment LLC DotNetT orque (“DNT ”) and DotNetT orque Customizer (“DNTC”)is governed by this license agreement (“ Agreement”).

R E S T R I C T I O N S

(a) Licensee may not: (i) create any derivative works of DNT or DNTC, including but not limited to translations, localizations, technology add-ons, or game making software other than Games; (ii) reverse engineer , or otherwise attempt to derive the algorithms for DNT or DNTC (iii) redistribute, encumber , sell, rent, lease, sublicense, or otherwise transfer rights to DNT or DNTC; or (iv) remove or alter any tra demark, logo, copyright or other proprietary notices, legends, symbols or labels in DNT or DNTC; or (iiv) use the Software to develop or distribute any software that compete s with the Software without WinterLeaf Entertainment’s prior written consent; or (i iiv) use the Software for any illegal purpose. (b) Licensee may not distribute the DNTC in any manner.

LI C E N S E G R A N T . This license allows companies of any size, government entities or individuals to cre - ate, sell, rent, lease, or otherwise profit commercially from, games using executables created from the source code of DNT




THE SOURCE CODE GENERATED BY DNTC CAN BE DISTRIBUTED PUBLICLY PROVIDED THAT THE DISTRIBUTOR PROVIDES THE GENERATE SOURCE CODE FREE OF CHARGE.

THIS SOURCE CODE (DNT) CAN BE DISTRIBUTED PUBLICLY PROVIDED THAT THE DISTRIBUTOR PROVIDES THE SOURCE CODE (DNT) FREE OF CHARGE.

THE SOURCE CODE CONTAINED IN THIS REPOSITORY CAN BE USED AND DISTRIBUTED PUBLICLY.




Please visit (http://www.winterleafentertainment.com/) for more information about the project and latest updates.

Built using Torque 3D v2.0

MIT Licensed Open Source version of Torque 3D from GarageGames

More Information

Pre-compiled Versions

In addition to GitHub we also have a couple of pre-packaged files for you to download if you would prefer to not compile the code yourself:

Creating a New Project Based on a Template

The templates included with Torque 3D provide a starting point for your project. Once we have created our own project based on a template we may then compile an executable and begin work on our game. The following templates are included in this version of Torque 3D:

  • Empty
  • Empty PhysX
  • Full
  • Full PhysX

Using PhysX

If you plan on creating a project based on a template that uses PhysX you will first need to have the PhysX SDK intalled on your computer. Without the PhysX SDK in place the project generation step will fail when using either the Project Manager or manual project generation methods.

PhysX SDK version 2.8.4.6 is required for Torque 3D's PhysX templates. The following steps are used to install this SDK:

  1. In a web browser, go to the NVidia Support Center
  2. If you do not have an account, you will need to register with them to have the support staff create an account for you.
  3. If you have an account, login.
  4. On the middle of the page, on the right, click on Downloads.
  5. On the far right column, under Old downloads, click More.
  6. Download the Windows 2.8.4.6 version.
  7. Run the installer and follow the steps to install it in the default location.
  8. Depending on your operating system version, you may need to reboot after the installation.

Using the Project Manager to Create a Project

The Project Manager may be used to create a new game project based on one of the templates that are included with Torque 3D. If you are using Torque 3D directly from the GitHub repository then you will need to get the Project Manager from the Torque3D-ProjectManager repo.

The following steps use the Project Manager to create a new project:

  1. Run the Project Manager.
  2. Click the New Project button.
  3. Choose a template from the drop down on the right.
  4. Give the project a name.
  5. Click the Create button to create the project. This will open a new dialog window that shows the progress.
  6. When it finishes, click the Finished button.
  7. You may click on the Open Folder button to go to the project's directory.

Manually Creating a Project

We may also manually create a project based on a template. The following steps outline how to do this:

  1. Open the Templates directory.
  2. Right-click on the template you would like to use and choose Copy.
  3. Go to the My Projects directory and paste the template there.
  4. Rename the pasted template to the name of your project/game.
  5. Go into your project's game directory and rename all executables, DLL files and the .torsion file (and maybe .torsion.opt) from the template name to that of your project (these files may not be present at this time).
  6. Open the .torsion file in a text editor and replace all references to the template's name with that of your project (you only need to do this if you plan on using Torsion). You will need to also do this with the .torsion.opt if it exists.
  7. Open you project's source/torqueConfig.h file in a text editor and change the TORQUE_APP_NAME define to the name of your project.
  8. In your project's buildFiles/config directory open each .conf file and find each reference to the template's name and replace it with the name of your project.
  9. Open your project's game/main.cs file in a text editor and change the $appName assignment to the name of your project.
  10. Go to your project's directory and double click on the generateProjects.bat to create your project's solution files.

Compiling Torque 3D (Windows)

If this is the first time you will compile Torque 3D, or if you have added or removed any files to either the standard Torque 3D Engine/source directory or your project's source directory, you will need to run your project's generateProjects.bat file. This will rebuild your project's solution and project files. Now follow these steps to compile Torque 3D:

  1. Navigate to your project's buildFiles/VisualStudio 2010 directory (or the 2008 directory if that is the version of Visual Studio you are using).
  2. Double click on your project's .sln file. This will open Visual Studio.
  3. When Visual Studio has fully loaded, press F7 to start compiling your project.

Compiling Torque 3D (Linux)

This version of Torque 3D supports being run as a dedicated server under Linux. As with a Windows build you will need to run your project's generateProjects.command file to properly generate the required make file.

Prior to compiling Torque 3D under Linux, you will need to make sure you have the appropriate libraries and tools installed. The exact packages will depend on which Linux distribution you are using. For example, under Ubuntu you will need:

  • build-essential
  • nasm
  • git
  • php5-cli
  • libsdl-dev
  • libogg-dev

With everything in place you may now follow these steps to compile Torque 3D:

  1. Change to you project's buildFiles/Make_Ded directory.
  2. Enter the make clean command.
  3. Enter the either the make debug or make release command depending on the type of build you wish to make.
  4. Go to your project's game directory.
  5. To start your game enter the following command (we'll use the name MyGame as the example project name):
    ./MyGame -dedicated -mission "levels/Empty Terrain.mis"
    where the argument after the -mission switch is the path to the mission to load.

Accessing the Editors

From the Main Menu or while in-game, pressing F10 opens the GUI Editor and pressing F11 opens the World Editor.

License

Copyright (c) 2012 GarageGames, LLC

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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