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Posted 02 December 2012 - 05:52 PM
Posted 03 December 2012 - 01:46 AM
Posted 03 December 2012 - 02:42 AM
I'm talking mostly about things like position, scale and transform of objects in the game. It would be nice when designing my levels to say "I'd like that satellite dish to spin on the y axis once every 3 seconds".
Main question is: for what usage case?
How would you keyframe a mesh for example? Doing a func-call per-vertex isn't going to work.
Yes, now you've written it out, you're right. I don't use void pointers anywhere else in my engine (or at work!), I'm pretty strict with smart pointers - it's very true that if it doesn't feel right, it isn't and this didn't feel right at all. I'll rethink it.
Void pointers. Think at it again. When you're writing a reinterpret_cast (or avoiding it by raw memcpy) you're setting you for some potential trouble, where pain is avoided by the estabilished standards/documentation. A year from now, you're going to forgot those.
Sorry, by physics simulation, I just meant my game logic. So in the example above with the satellite dish, that wouldn't have much in the way of physics interaction other than perhaps collision. By using the vector normally, I just meant the drawing code for 'static' non-physics based objects would just use its position/transform vector.
The physics simulation, does not "just uses the vector normally". Physics simulations have strict requirements on their input.
Not so much really, which is why I'm on here getting great advice from you guys. I've come back to my engine from a long break and I'm just playing with areas I want to work on next. I generally work on bits that interest me because that's what I'm doing it for. I have a game idea in mind so I'm not fully writing engines not games (let's not get started on that again...).
Are you aware of the details involved?
Posted 03 December 2012 - 04:15 PM
Posted 03 December 2012 - 05:03 PM
You sound like you have a pretty strict hierarchy
Posted 03 December 2012 - 05:33 PM
Posted 03 December 2012 - 11:05 PM
Love DAOC? Tryout my DAOC clone: https://dl.dropboxusercontent.com/u/8974528/VON_Dist.zip
Posted 04 December 2012 - 03:06 AM
Although this is true, the unique identification doesn't need to be explicit.
Of course, if you want a generic vector to be animated, you'll have to provide that vector with a name.
And since, at problem solving stage, every vector might need to be animated, every vector needs to be uniquely identified.
Edited by haegarr, 04 December 2012 - 03:07 AM.