behaviors in C++
by Eyal Erez · in Torque Game Builder · 08/09/2010 (9:50 pm) · 3 replies
If I'm not mistaken, there is a way in iTGB to write behaviors in C++ and speed up processing time.
Is the same option available for TGB? I do see behaviorComponent in the source code, but I no examples are provided.
Any ideas how to do it?
Is the same option available for TGB? I do see behaviorComponent in the source code, but I no examples are provided.
Any ideas how to do it?
#2
I remember seeing them but it must have been in 1.7.3 or earlier.
One thing I never understood is that once you compile the new components, how do you assign them to objects in the editor? do they just show up as regular(script base) behavior?
Thanks!
08/09/2010 (11:16 pm)
yes, that would be great.I remember seeing them but it must have been in 1.7.3 or earlier.
One thing I never understood is that once you compile the new components, how do you assign them to objects in the editor? do they just show up as regular(script base) behavior?
Thanks!
#3
10/13/2010 (5:19 pm)
I'm interested too.
Employee Michael Perry
ZombieShortbus