![]() SaveNode, a better name for Save3D, with simpler API (Save3D has way too many overloads, and is now deprecated). LoadNode overload that takes a TStream with scene contents, and MimeType as a String. And it will be a basis of new approach for creature AI in CGE, deprecating current CastleCreatures unit. ![]() I’m working on TCastleMoveAttack (in CastleBehaviors unit) to provide out-of-the-box creature AI for games. TCastleSoundSource can be even better, and it may become the most advised and easy way to setup sounds in CGE. It’s not a big deal, TCastleBehavior is just another TComponent descendant, our architecture of editor/serialization can handle it. Documented on CGE for Unity page.įirst of all, editor can and will provide support to add and configure behaviors visually. If you come from Unity and are interested “what is the equivalent of MonoBehaviour in CGE” then the TCastleBehavior is now the best answer. ![]() Also our template “3D FPS Game” already uses it to define TEnemy class. ![]() The first demo is inside examples/creature_behaviors. We right now feature TCastleBillboard and TCastleSoundSource build on top of this. You can create descendants of it (or use ready descendants of it in CGE) and override methods like Update. We introduce a new class TCastleBehavior which can be attached to any TCastleTransform to perform some job. ![]()
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