Game Development Community

Best practice for custom classes...

by Ken Knudsen · in Torque Game Engine · 05/23/2007 (10:19 am) · 1 replies

Hi Guys,

I was wondering if anyone had some best practice suggestions about adding custom classes to the Torque project... What I'm getting at is you've got the base code for the Torque engine, now I want to create a number of new scriptable objects in C++ and have them available in TorqueScript.. Do people just add their own classes straight into the current project or do they separate out their custom c++ code, creating a LIB/DLL file from the current Torque classes so that those base classes can be derived from in other projects.

thanks for any info!

#1
06/04/2007 (9:55 am)
You'll most likely want to move this thread over into the private area of TGE, since this could involve discussion of specific engine sections. The best I can say without talking specific TGE code and violating the forum policy terms, is that most of my custom classes usually derive off of a low level base class or object from the already existing Torque hierarchy.

Can't get into any further detail in the Public Forums, sorry =(.