More Torque X
by Joshua A. Thomas · 11/02/2007 (12:41 am) · 7 comments
Well I've completed the 5 extra tutorials. I have a good grasp on components, and I love the concept.
The thing I've noticed though is that we still need a scripting language to write AI the smart way. Writing several types of AI components works for microbes attracting and repelling each other, but I don't think I want to write more complicated enemy AI in c# and have to recompile when I want to change it. Ding! an AI component that reads from a script.
crap life calls. I had other thoughts too.
Maybe all that isn't necessary, I don't know. If one of you do, please speak up.
Oh real quick, whats up with T2DShape3D? I read about it for TGB. Does it work in TX?
The thing I've noticed though is that we still need a scripting language to write AI the smart way. Writing several types of AI components works for microbes attracting and repelling each other, but I don't think I want to write more complicated enemy AI in c# and have to recompile when I want to change it. Ding! an AI component that reads from a script.
crap life calls. I had other thoughts too.
Maybe all that isn't necessary, I don't know. If one of you do, please speak up.
Oh real quick, whats up with T2DShape3D? I read about it for TGB. Does it work in TX?
#2
11/02/2007 (1:04 pm)
Your main reason for wanting script is because you don't want to wait for C# to recompile? C# recompiles blazingly quick...
#3
11/02/2007 (1:07 pm)
I do not think that T2DShape3D is included in TorqueX. The TorqueX 3D engine is currently in the Q/A dept, though.
#4
11/02/2007 (1:15 pm)
You could easily add LUA support into TorqueX and there's your scripting language.
#5
David, I'm stoked about TX 3d. I've been wondering if current TX Pro liscensees will get TX3d, or will there be an upgrade fee. The t2dshape3d class is in the TX source, whether it works is a differnt story. I tried setting up an instance of one. The object database would register it, but the program would throw an exception ( I don't remember which one exactly). It wasn't that big of a deal.
Jon, Thanks. LUA has a .net interface aptly called luainterface. I've been reading about it all day. http://luaforge.net/projects/luainterface/
11/02/2007 (3:57 pm)
Shawn, my problem isn't with compile time. There are other reasons It's just that I've always been told (or always read) it's smarter to seperate game behavior into scripts. Especially if the person writing the game behavior isn't a C# programmer.David, I'm stoked about TX 3d. I've been wondering if current TX Pro liscensees will get TX3d, or will there be an upgrade fee. The t2dshape3d class is in the TX source, whether it works is a differnt story. I tried setting up an instance of one. The object database would register it, but the program would throw an exception ( I don't remember which one exactly). It wasn't that big of a deal.
Jon, Thanks. LUA has a .net interface aptly called luainterface. I've been reading about it all day. http://luaforge.net/projects/luainterface/
#6
11/03/2007 (2:11 pm)
Lol.. ANOTHER flavor of torque? Why the need for all these seperate products? TGE, TGEA, TGB, TGX, TGWii, TGX3D, TGXYZ.... I can't keep it straight!
#7
11/27/2007 (7:20 pm)
In sourceforge.net, you can found a C# scripting solution. 
Torque Owner Joshua A. Thomas