Minimum for ShapeBase replacement?
by Mike Stoddart · in Torque Game Engine · 01/11/2004 (3:47 pm) · 6 replies
Is there anything anywhere that gives an indication of the minimum required to create a new ShapeBase class? I want to create a new class derived from GameBase that replaces ShapeBase, and without all the FPS extras it contains. Rather than just rip stuff out, which will probably be what I end up doing, I thought I'd build from the group up instead.
Thanks
Thanks
#2
Thanks
01/12/2004 (4:31 am)
I want to re-implement it as a different class and then not use ShapeBase as I don't need animated characters. I don't need to mount the camera to the replacement, nor do I need weapons, animations, collisions, physics etc. I just need a class with the bare minimum.Thanks
#3
01/12/2004 (5:01 am)
Isnt that gamebase itself?
#4
Thanks
01/12/2004 (5:59 am)
I want to use it as a basic starting point to add my own game specific data items back in. Note that I only need a few (half dozen or less) pieces of data. I just would prefer to start with something like ShapeBase that was reduced to it's bare minimum before I do this. Am I making sense, or just leaving you all shaking your heads? :)Thanks
#5
hth
01/12/2004 (8:27 am)
Asking Clark Fagot (bravetree) about thisd might give you some good info, as he did exactly that for thinktanks iirc.hth
#6
01/12/2004 (9:14 am)
It sounds like you don't need our input... I mean, if you're not going for backwards compatibility, what can we tell you beyond, "Yeah, go for it!"?
Associate Kyle Carter
ShapeBase isn't really special. Or are you asking about, if you wanted to reimplement it, what things other classes depend on?
In which case... pretty much all of it. You'll end up having to break stuff and repair it if you reimplement ShapeBase.