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Merge pull request #415 from GarageGames/development
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Torque 2D Version 3.4
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greenfire27 authored May 8, 2018
2 parents 55efccc + b863ff1 commit cbe9694
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4 changes: 2 additions & 2 deletions .gitignore
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Expand Up @@ -59,8 +59,7 @@ linkmap.txt
.Spotlight-V100
.Trashes
Icon?
ehthumbs.db
Thumbs.db
*.db

# Android project files #
#########################
Expand All @@ -76,3 +75,4 @@ engine/compilers/android-studio/local.properties
engine/compilers/android-studio/app/src/main/obj/
engine/compilers/android-studio/app/src/main/libs/
engine/compilers/android-studio/app/src/main/game/
engine/compilers/android-studio/app/.externalNativeBuild/
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18 changes: 10 additions & 8 deletions README.md
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@@ -1,15 +1,15 @@
![Torque Logo](http://static.garagegames.com/static/pg/logokits/Torque-Logo_H.png)
## Torque 2D 3.3
## Torque 2D 3.4

MIT Licensed Open Source version of Torque 2D from GarageGames. Maintained by the T2D Steering Committee and contributions from the community.

Dedicated to 2D game development, Torque 2D is an extremely powerful, flexible, and fast C++ engine which has been used in hundreds of professional games. It is a true cross platform solution providing you access to Windows, OSX, Linux, iOS, Android, and the web - all from one codebase. It includes an OpenGL batched rendering system, Box2D physics, OpenAL audio, skeletal and spritesheet animation, automated asset management, a modular project structure, TAML object persistence, and a C-like scripting language.

### Branches

Here is an overview of the branches found in the Torque 2D repository:
Here is an overview of the branches found in the Torque 2D repository:

* **master:** this branch contains the current stable release code that can be used in a production environment.
* **master:** this branch contains the current stable release code that can be used in a production environment.
* **development:** this branch is dedicated to active development. It contains the latest bug fixes, new features, and other updates. All pull requests need to go to the development branch. While we try our best to test all incoming changes, it is possible for mistakes to slip in therefore this branch should always be considered unstable.
* **gh-pages:** this branch currently contains the html pages generated from doxygen for the engine and TorqueScript references.

Expand All @@ -21,19 +21,17 @@ If you do not wish to compile the source code yourself, precompiled binary files

After downloading a copy of the source code, the following project files for each platform are provided for you and can be found in the `engine/compilers` folder.

* **Windows:** Visual Studio 2013 or 2015 (works with the free, "Express for Windows Desktop" version)
* **Windows:** Visual Studio 2017 (works with the free Community Edition)
* **OSX:** Xcode
* **Linux:** Make
* **iOS:** Xcode_iOS
* **Android:** Eclipse or Android Studio
* **Android:** Android Studio
* **Web:** Emscripten/Cmake

See the [wiki](https://github.com/GarageGames/Torque2D/wiki) for available guides on platform setup and development.

### Batteries Included

![truck](http://t2dtutorials.com/img/Truck.png)

Running Torque 2D for the first time out of the box will start you off in the Sandbox. The Sandbox is a collection of over 30 simple "toys" (or modules) which demonstrate various features in T2D. The default toy is a side scrolling level with a monster truck. To see a list of the available modules/toys to choose from, click on the `Show Tools` button in the lower right corner of the screen.

Naturally all of the script code and assets for each toy are available to you in the modules folder to use as practical examples while learning T2D.
Expand All @@ -46,7 +44,11 @@ All documentation for the open source version of Torque 2D can be found on our [

### Community

Don't go it alone! Join the active community around Torque 2D at GarageGames.com. Ask questions, talk about T2D and general game development topics, learn the latest news, or post a blog promoting your game or showing off additional engine features in your T2D fork.
Don't go it alone! Join the active Torque community. Ask questions, talk about T2D and general game development topics, learn the latest news, or post a blog promoting your game or showing off additional engine features in your T2D fork.

* [Torque 2D Forums on the Torque 3D Website](https://forums.torque3d.org/viewforum.php?f=31)

You also might be able to find useful information on the less active GarageGames website.

* [Torque 2D Beginner Forum](http://www.garagegames.com/community/forums/84)
* [Torque 2D Professional Forum](http://www.garagegames.com/community/forums/85)
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22 changes: 12 additions & 10 deletions engine/compilers/Make/Torque2D
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Expand Up @@ -56,7 +56,15 @@ SOURCES := ../../source/2d/assets/AnimationAsset.cc \
../../source/assets/assetTagsManifest.cc \
../../source/assets/declaredAssets.cc \
../../source/assets/referencedAssets.cc \
../../source/audio/audio.cc \
../../source/audio/audioDataBlock.cc \
../../source/audio/audioDescriptions.cc \
../../source/audio/audio_ScriptBinding.cc \
../../source/audio/audioStreamSourceFactory.cc \
../../source/audio/wavStreamSource.cc \
../../source/audio/AudioAsset.cc \
../../source/audio/audioBuffer.cc \
../../source/audio/vorbisStreamSource.cc \
../../source/bitmapFont/BitmapFont.cc \
../../source/bitmapFont/BitmapFontCharacter.cc \
../../source/Box2D/Collision/b2BroadPhase.cpp \
Expand Down Expand Up @@ -175,6 +183,7 @@ SOURCES := ../../source/2d/assets/AnimationAsset.cc \
../../source/gui/language/lang.cc \
../../source/gui/messageVector.cc \
../../source/input/actionMap.cc \
../../source/io/byteBuffer.cpp \
../../source/io/bitStream.cc \
../../source/io/bufferStream.cc \
../../source/io/fileObject.cc \
Expand Down Expand Up @@ -241,13 +250,6 @@ SOURCES := ../../source/2d/assets/AnimationAsset.cc \
../../source/persistence/tinyXML/tinyxml.cpp \
../../source/persistence/tinyXML/tinyxmlerror.cpp \
../../source/persistence/tinyXML/tinyxmlparser.cpp \
../../source/audio/vorbisStreamSource.cc \
../../source/audio/audio.cc \
../../source/audio/audioBuffer.cc \
../../source/audio/audioDataBlock.cc \
../../source/audio/audio_ScriptBinding.cc \
../../source/audio/audioStreamSourceFactory.cc \
../../source/audio/wavStreamSource.cc \
../../source/component/dynamicConsoleMethodComponent.cpp \
../../source/component/simComponent.cpp \
../../source/component/behaviors/behaviorComponent.cpp \
Expand Down Expand Up @@ -299,10 +301,11 @@ SOURCES := ../../source/2d/assets/AnimationAsset.cc \
../../source/platform/platformFileIO.cc \
../../source/platform/platformFont.cc \
../../source/platform/platformMemory.cc \
../../source/platform/platformNetwork_ScriptBinding.cc \
../../source/platform/platformNet.cpp \
../../source/platform/platformNetAsync.cpp \
../../source/platform/platformNet_ScriptBinding.cc \
../../source/platform/platformString.cc \
../../source/platform/platformVideo.cc \
../../source/platform/platformNetAsync.unix.cc \
../../source/platform/menus/popupMenu.cc \
../../source/platform/nativeDialogs/msgBox.cpp \
../../source/platform/Tickable.cc \
Expand All @@ -320,7 +323,6 @@ SOURCES := ../../source/2d/assets/AnimationAsset.cc \
../../source/platformX86UNIX/x86UNIXMemory.cc \
../../source/platformX86UNIX/x86UNIXMessageBox.cc \
../../source/platformX86UNIX/x86UNIXMutex.cc \
../../source/platformX86UNIX/x86UNIXNet.cc \
../../source/platformX86UNIX/x86UNIXOGLVideo.cc \
../../source/platformX86UNIX/x86UNIXOpenAL.cc \
../../source/platformX86UNIX/x86UNIXProcessControl.cc \
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14 changes: 7 additions & 7 deletions engine/compilers/Make/ljpeg
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@@ -1,5 +1,5 @@
# I release this sample under the MIT license: free for any use, provided
# you hold me harmless from any such use you make, and you retain my
# you hold me harmless from any such use you make, and you retain my
# copyright on the actual sources.
# Copyright 2005 Jon Watte.

Expand Down Expand Up @@ -79,27 +79,27 @@ LIB_TARGETS_DEBUG += $(TARGET_ljpeg_DEBUG)
OBJS_ljpeg := $(patsubst ../../lib/ljpeg/%,Release/ljpeg/%.o,$(SOURCES))
OBJS_ljpeg_DEBUG := $(patsubst ../../lib/ljpeg/%,Debug/ljpeg/%.o,$(SOURCES))

# Deriving the variable name from the target name is the secret sauce
# Deriving the variable name from the target name is the secret sauce
# of the build system.
#
$(TARGET_ljpeg): $(OBJS_ljpeg)
@echo Linking library ljpng
@echo Linking library ljpng
@mkdir -p $(dir $@)
ar cr $@ $(OBJS_ljpeg)

$(TARGET_ljpeg_DEBUG): $(OBJS_ljpeg_DEBUG)
@echo Linking debug library ljpng
@echo Linking debug library ljpng
@mkdir -p $(dir $@)
ar cr $@ $(OBJS_ljpeg_DEBUG)

Release/ljpeg/%.o: ../../lib/ljpeg/%
@mkdir -p $(dir $@)
$(CC) -c $(CFLAGS_ljpeg) $< -o $@

Debug/ljpeg/%.o: ../../lib/ljpeg/%
@mkdir -p $(dir $@)
$(CC) -c $(CFLAGS_DEBUG_ljpeg) $< -o $@

release_ljpeg: $(TARGET_ljpeg)
debug_ljpeg: $(TARGET_ljpeg_DEBUG)

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