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Oh man this brings me back (and I'm probably not old enough to be allowed to say that)! My first real start with game development, and well serious coding, was
by squeaky-clean 10y ago
Oh man this brings me back (and I'm probably not old enough to be allowed to say that)! My first real start with game development, and well serious coding, was using the Torque Game Engine, which is the Tribes II engine. I saved up my money to buy a license for Torque 1.5 (it was $150 I believe and I was in high school), because at the time it was the only game engine which 1) Had source code access, 2) Wasn't insanely expensive for a hobbyist, 3) Was fully functional by itself.
The engine overall was pretty amazing, of course it had it's warts. I still remember the networking code pretty well. I played with the physics part of the engine quite a lot and rewrote and modded it a few times. I usually wanted networking in my experiments, so I learned a lot about that part of the engine as well. I don't play with gamedev anymore, and probably wouldn't use Torque if I did, but I really miss it and the community it had. I still check in on it once a year or so, and there was a blog post recently thanking many community members from the past, and my old username was on the list :') I'm looking through my old forum posts now, wow was I annoying for a few years!
For anyone who wants to look, the latest version of the engine is now MIT licensed [0]. It's been through 2 major versions, and seems like they've simplified the inheritance, so I'm not sure how much is still intact, but netObject looks a lot like I remember. I would recommend redding the comments in the header file for a good overview of how it works. [1]
[0] https://github.com/GarageGames/Torque3D https://github.com/GarageGames/Torque3D
[1] https://github.com/GarageGames/Torque3D/blob/bacf0cde2af17ab6f25c7effe0308035f164d54e/Engine/source/sim/netObject.h#L57 https://github.com/GarageGames/Torque3D/blob/bacf0cde2af17ab...