Game Development Community

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?

#1
08/09/2010 (10:53 pm)
Yes. The system exists, but we stripped out the unnecessary classes that were specific to the BehaviorShooter_Components demo (which is no longer available). I can try to find the old source files and post them as in a link or resource so you can see some examples. Interested?
#2
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.