Game Development Community

Behavior/Component System discussion

by Jeff Raab · in Torque 3D Professional · 06/02/2013 (6:36 am) · 63 replies

It seemed like a better idea to do proper discussion about what my blog covered in a forum thread, since they're, you know, for discussing.

So this thread is more or less going to be about 2 things. Release plans, and suggestions on what behaviors/components should come with as a starter/example set.

I mentioned in my comment that my personal goal with the Actor class and it's use of components is to pretty much get rid of ShapeBase and most of the need for specialized object classes derived from it by exploiting the behaviors system.
So any suggestions on examples are welcome, even if it's something like 'the ShapeBaseImage state machine as a behavior' or 'the entire player physics/movement code'. Lets just throw ideas at the wall and see which ideas stick as a good starting batch out the door.

Ones that will be released with this, regardless:

Core behaviors:
BaseBehavior - script-only behavior, no engine side work, general purpose for gameplay stuff
RenderBehavior - core render behavior template that other render behaviors would derive from
TickBehavior - hooks with Actor's processTick allowing you to do ticked code with the behaviors
NetworkBehavior - this will be useful as a more direct approach to gameplay/event feedback to the client than having to jump hoops through the commandTo* calls.

Unique Behaviors:
RenderShape - accepts a shape file, and renders it
RenderBillboard - accepts a material and renders a billboard of it
AnimationController - if you have a RenderShape, you can do this, and have the ability to animate the shape. What animations can be used will be entirely script defined. No need for the ActionAnimationList.

ControlObject - this lets a client take control of this object. Allows you to make use of the next behavior...
UpdateMove - this lets you intercept the move updates from a controller object and move the shape around


This is what I've got slated thus far. Please throw out your own suggestions and we can try and hash out a solid list of things people need/want to see when it comes out.
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#61
10/09/2013 (1:06 pm)
12 hours left... We are approaching the final moments.

www.indiegogo.com/projects/t3d-component-system-community-purchase

Now is the time to back this project if you haven't yet.
#62
10/09/2013 (11:05 pm)
I just backed at $50 (best i can do) and posted it to 3 subreddits as well I know there is only 2 hours left but hopefully it will push it over the line.
#63
11/09/2013 (4:48 am)
Just encountered Charlie's Twillex library. Might be cool to have a component that interfaces to that!
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