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Hello everyone,


Progress is slow, but I have made some updates to the C# stuff.


Where to try T3D.net

I have a spectatorGameplay implementation in C# at this repository: https://github.com/lukaspj/T3D.Net-BaseGame

The repository contains pre-compiled Torque3D as well as .sln and .csproj files which should work, but there might be some paths wrong etc.


The pre-compiled version of Torque3D uses the branch from this PR:

https://github.com/GarageGames/Torque3D/pull/2366



Quick intro

The repository has 3 folders:

  • BaseGame
  • GameCore
  • T3DNetFramework

 

The GameCore folder contains a typical Torque3D project, with scripts, assets, binaries.


The T3DNetFramework folder contains a library which is used for the interop layer between T3D and C#.


The BaseGame folder contains the C# game project, with a C# implementation of the SpectatorGameplay scripts.


The whole thing is unpolished, but I'm happy to answer any questions here or in Discord.


How can I help?

If anyone wants to help me on the project, please just download the C# project and muck about in it. Find bugs, or stuff you think has a weird syntax or functionalities that are missing.



What is the current feature set?

The C# implementation currently has:

  • The full ConsoleObject class-hierarchy generated as C# classes.
  • Full, statically typed interop on all function calls from C# to T3D
  • Full interoperability with TorqueScript
  • Stringly typed interop on all function calls from T3D to C#, with reflection-based conversion of parameters
  • Stringly typed property accessors
  • API documentation exported from the EngineAPI

 

Differences between TorqueScript and C#

The primary difference is type-safety, if the underlying T3D function requires a float, you have to pass a float. Not a string or int.


All Global ConsoleFunctions are prefixed with Global.


You have to "register" SimObjects (similar to how it's done on the C++ side). As an example see the VolumetricFog class:

https://github.com/lukaspj/T3D.Net-BaseGame/blob/master/BaseGame/Game/Spectator/Server/VolumetricFog.cs#L60


As an example this TorqueScript:

   if (isObject(LevelFilesList))
   {
      for ( %file = findFirstFile( "data/spectatorGameplay/levels/*.mis" );
            %file !$= "";
            %file = findNextFile( "data/spectatorGameplay/levels/*.mis" ))
      {
         LevelFilesList.add(%file);
      }
   }

 

Becomes this C#:

         if (Global.IsObject("LevelFilesList")) 
         {
            for (string file = Global.FindFirstFile("data/spectatorGameplay/levels/*.mis");
                        file != "";
                        file = Global.FindNextFile("data/spectatorGameplay/levels/*.mis")) 
            {
               Core.SimObjects.Collections.LevelFilesList.Add(file);
            }
         }

 

Global variables has to be accessed via a function instead of via the dollar-sign thingy:

 

Global.SetConsoleString("Game::DefaultCameraClass", "Camera");
Global.GetConsoleString("Game::DefaultCameraClass");

 

And dynamic fields has to be accessed via a method as well:

 

client.SetFieldValue("camera", camId.ToString());
client.GetFieldValue("camera");
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Thank you very much @noemen :)


I hope that the C# project at the very least can serve as a template for how people can integrate external runtimes / languages to the engine. The principle techniques are actually very simple, so it should be a nice step forward!

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More updates!


The generator has been updated with a new templating engine and more edge-case handling:

https://github.com/lukaspj/T3DSharp


Should be much easier to get up-and-running with now for anyone who wants to look into it at some point.(Albeit still far from "pretty")


Code documentation!

I have extended the Generator with the capability to convert Torque3D's internal doxygen-based comments to C#'s XML comment language.


https://github.com/lukaspj/T3D.Net-BaseGame/blob/master/T3DNetFramework/Generated/Classes/Sim/ActionMap.cs#L628-L647


So now you can get that API documentation directly in your IDE!

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More updates!


The generator has been updated with a new templating engine and more edge-case handling:

https://github.com/lukaspj/T3DSharp


Should be much easier to get up-and-running with now for anyone who wants to look into it at some point.(Albeit still far from "pretty")


Code documentation!

I have extended the Generator with the capability to convert Torque3D's internal doxygen-based comments to C#'s XML comment language.


https://github.com/lukaspj/T3D.Net-BaseGame/blob/master/T3DNetFramework/Generated/Classes/Sim/ActionMap.cs#L628-L647


So now you can get that API documentation directly in your IDE!

 

I'm studying the c#, in the future I will support you in this wonderful project.

In 2 months or more I will be ready.

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