Are handles for objects required?
by Dark Tengu · in Torque Game Engine · 06/24/2006 (2:44 pm) · 4 replies
Just like the topic asks, are handles for objects required? I am reading in GPGT now and I see that some objects do not get a handle assigned.
Any help would be appreciated. Thanks.
Any help would be appreciated. Thanks.
#2
06/24/2006 (3:00 pm)
Thanks as always Ramen Sama. Maybe your name should be Ramen-sama. BTW, Shio-ramen is the most oishii. ;)
#3
I could have sworn dashes weren't allowed when i signed up.
06/24/2006 (3:42 pm)
Alrighty. i updated it :pI could have sworn dashes weren't allowed when i signed up.
#4
If you mean a name, then no, it is optional.
If you mean a Simulation ID, which is what is used to reference objects in script, and is basically a handle to the object, then the answer is yes--all objects must be given (and are, by the simulation) a simulation ID on registration with the simulation, and therefore have a "handle".
I personally use the term "handle" extensively during the Torque Boot Camps while discussing scripting theory and internals, because they are not in fact pointers in the way c++ treats pointers, and it tends to keep things isolated between TorqueScript and C++.
06/24/2006 (7:27 pm)
Well, it depends on your definition of "handle".If you mean a name, then no, it is optional.
If you mean a Simulation ID, which is what is used to reference objects in script, and is basically a handle to the object, then the answer is yes--all objects must be given (and are, by the simulation) a simulation ID on registration with the simulation, and therefore have a "handle".
I personally use the term "handle" extensively during the Torque Boot Camps while discussing scripting theory and internals, because they are not in fact pointers in the way c++ treats pointers, and it tends to keep things isolated between TorqueScript and C++.
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