Recreate/Replace Game Classes with E/C

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JeffR
Steering Committee
Steering Committee
Posts: 854
Joined: Tue Feb 03, 2015 9:49 pm
 
by JeffR » Sun Jul 08, 2018 6:35 pm
Game Class E/C conversion rough breakdown:

Components
  • Mesh Render(Done)
  • Animation(Done)
  • Sound Emitter(Mostly Done)
  • Collision(Done)
  • Item Rotation(Done)
  • Camera Component(Done)
  • Player Physics Controller(Done)
  • Simple Physics
  • Rigid Body Physics
  • Vehicle Springs
  • State Machine(Done)
  • Damage/Destruction
  • Particle Emitter
Game Classes
ShapeBase
  • Mesh Render
  • Collision
  • Animation
  • Sound Emitter
  • Fade/Cloak
  • Damage/Destruction
Player
  • Same as Shapebase
  • Player Physics Controller
Item
  • Mesh
  • Collision
  • Animation
  • Item Rotation
  • Simple Physics
Vehicle
  • Mesh
  • Collision
  • Animation
  • RigidBody physics
  • Vehicle springs
  • Engine/Control component?
Weapon
  • Mesh
  • Animation
  • Collision(Maybe a separate, simpler version that just raycasts to detect wall penetration?)
  • State Machine
This is a rough starting list. I'll do up some of the other game classes(like turrets) next, but this should be a good block-out point. The logic for the components not yet done can be peeled out of the respective reference Game Class(like the vehicle springs being pulled from the vehicle class)
Happenstance
Posts: 54
Joined: Sat Apr 11, 2015 9:08 pm
by Happenstance » Sun Jul 08, 2018 8:09 pm
This is definitely helpful and gives me a better idea of where the E/C systems are at. @
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Azaezel
also provided me with a basic SoundComponent last night to look over. I think at this point I'm going to try putting a couple basic entities together just to see how everything fits together. I think eventually working my way up to a fully functioning Item object (renders a mesh, spins, reacts to collision) sounds like a reasonable goal.
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