There is just one thing that I've not decided upon yet: The old way of handling collisions from script was to register a handler on an actor that would be called when the actor collided. Now that we have actors derived in scripting world, we get a callback automagically since all collidable actors have their 'collision' method called. Thus, you can just override the collision method and do your logic here. This of course makes the collision logic per class and not per object as ealier. I quite frankly don't know what model is the best. The the new 'collision' callback method will be available under all circumstances. I just have to figure out if I can omit the other way of handling collisions, but still have a nice scene description format (xml) without to much code and as much declarative stuff as possible. This will make it easier to create the planned editor later on.
Monday, January 15, 2007
First derived scripted class
There is just one thing that I've not decided upon yet: The old way of handling collisions from script was to register a handler on an actor that would be called when the actor collided. Now that we have actors derived in scripting world, we get a callback automagically since all collidable actors have their 'collision' method called. Thus, you can just override the collision method and do your logic here. This of course makes the collision logic per class and not per object as ealier. I quite frankly don't know what model is the best. The the new 'collision' callback method will be available under all circumstances. I just have to figure out if I can omit the other way of handling collisions, but still have a nice scene description format (xml) without to much code and as much declarative stuff as possible. This will make it easier to create the planned editor later on.
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1 comment:
Cool.. keep up the good work
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