I find that I like the workflow in developing games in Torque. As long as you are just using the base engine without any c++ changes to the engine itself it is as simple as keeping the engine exe file in the same directory tree as your script code and just running the engine for each test pass. The engine will automatically compile your scripts to bytecode if the source has changes since the last compile. Once you are ready to release you simply copy everything to a release directory and remove all the source.
I'm betting you could do 99% of your game this way unless you really chose to do something that was out of scope for the actual engine. In that case you would either need to choose a different engine, or make a lot of mods to the C++. In any case, I do like the workflow in developing for Torque. Even those mods are pretty simple.
It is a little strange since I remember at first thinking it was crazy that I had to re-run the engine after every change. It just seemed to go against the grain of what I'm used to, but now that I think back on it, I do tend to re-run everything no matter what platform I'm developing for. Maybe it was just that I wasn't used to the engine actually doing the compile and expected a traditional environment of having to compile before running? In any case, it is a good system.
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