ResourceManager:ObjectManager finally working
by Nate "Nateholio" Watson · 01/11/2006 (3:23 pm) · 2 comments
So its finally working; between the accidental deletion of files, going to parties, flying, and traveling, I have managed to finish an important part of my engine called ResourceManager:ObjectManager. It isn't TOTALLY complete and bug-free yet, but the basics are working beautifully. I can now add objects to the world using a single command, AddWorldObject.
One reason I needed to do this was that the language I am using for a proof-of-concept demo manages objects by a numeric ID system. Thats all fine if you are only using several objects and don't plan to have many different objects being loaded/unloaded out of sequence. The other reasons are that its easier to reference an object by a unique name you or your script assigns each object, and it automatically checks objects and databases for errors leaving the programmer/scripter free to worry about making objects do what they are supposed to be doing.
Screenshot
The above screenshot (the top picture) isn't anything to get excited about. For me it is though, it means that I'm finally making good progress on my engine and have gotten past the first hurdle and can now work on other parts of my engine while streamlining and debugging the code I have already written. The picture shows a view of a "desert plain" populated with boulders. The models for each boulder are the same, but each instance of the "source object" boulder has a unique name as can be seen by the number following each boulder name.
Anyway, this is all probably pointless rambling to most of the people here, so I will end it and go back to my coding. Thanks for reading and leave comments, suggestions, or questions if you would like!
One reason I needed to do this was that the language I am using for a proof-of-concept demo manages objects by a numeric ID system. Thats all fine if you are only using several objects and don't plan to have many different objects being loaded/unloaded out of sequence. The other reasons are that its easier to reference an object by a unique name you or your script assigns each object, and it automatically checks objects and databases for errors leaving the programmer/scripter free to worry about making objects do what they are supposed to be doing.
Screenshot
The above screenshot (the top picture) isn't anything to get excited about. For me it is though, it means that I'm finally making good progress on my engine and have gotten past the first hurdle and can now work on other parts of my engine while streamlining and debugging the code I have already written. The picture shows a view of a "desert plain" populated with boulders. The models for each boulder are the same, but each instance of the "source object" boulder has a unique name as can be seen by the number following each boulder name.
Anyway, this is all probably pointless rambling to most of the people here, so I will end it and go back to my coding. Thanks for reading and leave comments, suggestions, or questions if you would like!
#2
01/12/2006 (9:44 am)
Not related to the .plan, but it's great to see you back with Torque Nate...sometimes taking a break can be the best thing ever! 
Torque 3D Owner Sean H.