Accessing the game engine thru TorqueScript

Discussion in 'Programming' started by NOCARGO, Oct 31, 2019.

  1. NOCARGO

    NOCARGO
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    Apr 1, 2019
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    I know the title may sound a little weird but I have a serious question to the expert or 'junior expert'
    programmer / scripter (as I myself am far from) who might read this. I know you are out there so
    please allow me a thought or opinion :) :

    This question came to me while searching for a way to make particles collidable. I discovered that
    people succeeded in making particles in T3d collidable as early as 2014. On top of that it even was
    done by adding but a few simple lines of code to the file within T3d that is responsible for it and without
    loss (or any significant loss) of performance. That file is a 'T3d header file' and is called particleEngine.h .
    Does anyone know if there's a chance that this file can be overwritten by means of CS file ? Or might
    there be any chance of 'talking' to the compiled Torque files thru scripting ? On one hand I would say
    it's definitely not possible, on the other I would say anything is possible so..

    As an alternative for changing the standard particle system I have also been thinking about using JS
    or even LUA for creating a whole independent particle system but that would require a lot more time
    to achieve. It would be super cool if the devs would be willing and able to implement this feature in
    a future update, especially since I found out that it doesn't seems that much of trouble to add. Or
    might there maybe be a problem with it ? Anyway, in the meantime I would try to see if I can maybe
    get something going so, maybe someone has a thought ?

    Thanks,
    NC
     
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