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Torque Book

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rpg_code_master

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I've been poking around TGE now a little bit over the past two days. It does look quite nice. The source code is clean, very well commented and nicely projected(??) out. It takes a good 3/4 minutes to compile on my system from rebuild which is a bit of a downer, so I better watch out for not doing that to much.

The book I ordered on Torque is still due to come, so I don't want to go too far into the engine by myself when I have a book coming that is going to tell me all about it. But I have done what any programmer I'm sure would do, and that is just step through the code to see what it is doing. There is a lot of profiling code, which will defiantly come in handy for performance debugging. There is good use of singletons, objects etc... which I like to see.

One thing though which I am a little concerned about, is that it looks as though you have the client code and the server code in the same EXE, not DLL, but EXE. I'm not yet sure if this is a bad thing or a good thing as I haven't really looked too far into it. I am worried mainly because the server build will be full of unneeded code. But then things like the rendering code being available to the server would present a nice opportunity to create a pretty server control panel which I know will come in handy. If all else fails, I'll just alter the engine to work in separate Client and Server DLLs.

There are a lot of tutorial projects that come with the engine, such as a starter FPS project and a start Racing game project. I haven't looked at these much yet but they do look interesting. The builds they product are of good quality and they seem useful, so I'm happy.
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