saindd Posted April 15, 2015 Share Posted April 15, 2015 Is it possible to dump TorqueScript entirely and write gamecode in C++? Quote Link to comment Share on other sites More sharing options...
buckmaster Posted April 19, 2015 Share Posted April 19, 2015 At this point it'd be a pain. I think it's technically doable, but most classes expect that you'll be writing callbacks in script (a good example is ShapeBase::onCollision). It's not easy to hook into events like that on the source side. This is one of those long-range things we've got on our radar. Having a good C++ API would be really nice, but it's a ton of work.So, to answer your question, you could do it if you really wanted to, but the engine's not designed with it in mind right now. Quote Link to comment Share on other sites More sharing options...
JeffR Posted April 19, 2015 Share Posted April 19, 2015 It depends on what you want to handle in C++.Gameplay classes would jive pretty well with this approach. The main thing that'd stop you from ditching TS entirely is the level loading and server stuff that sets all that in motion. You would need to port that up into C++ first. If you can do that though, the gameplay code/classes itself would be relatively straightforward to do. Quote Link to comment Share on other sites More sharing options...
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