Using Torque objects and components
by Rich Marinaccio · in Torque X 2D · 07/16/2007 (7:34 am) · 2 replies
I'm sort of new to the aggregation method of programming. My question is, is there an advantage down the road to using TorqueObjects and TorqueComponents for every bit of C# code in my game, or should I only use that for things that will be directly on screen?
For example, when I'm coding purely abstract things like strategic AI and factions that have nothing to do with graphics, can I just do it the way I'm used to doing it in C# separate from the Torque library, or will I potentially be missing out on some of Torques strengths? I'm not yet sure if my project will be purely single player or allow multiplayer.
For example, when I'm coding purely abstract things like strategic AI and factions that have nothing to do with graphics, can I just do it the way I'm used to doing it in C# separate from the Torque library, or will I potentially be missing out on some of Torques strengths? I'm not yet sure if my project will be purely single player or allow multiplayer.
#2
07/16/2007 (11:07 am)
I have found that, with the stuff I do, the inheritance model entails huge chunks of time redesigning things over and over to prevent things from getting ugly and confusing. I'm liking what I'm hearing so far with this aggregation thing.
Torque Owner Dan Maruschak
Now, that's not to say that the traditional approach is worthless -- there are places where traditional hierarchical inheritance makes more sense, and we ourselves use inheritance in some places. We also believe that the most important thing is making progress and completing games, so you need to do what is going to be right for you.