Hi, I am making a game for mobile platforms now and I have some technical questions.
Lets say, I have a hero character. He fights bad guys and may execute a combo skill which leads to an animation like this: the character pierces s monster with his sword and then lifts it to the air. How do I approach this kind of relationship between different models? I thought about a number of solutions, but they all seem to lead to somewhat improper alignment between the characters in the game.
2nd question: what is the best way to make a model for a character who might switch armor (like in most RPGs). Should I just throw all possible gear in one scene (it will also allow me to do correct skinning) and then in the game switch visibility for different kinds of armor/textures? Will this solution work properly for mobile platforms with limited amount of power?
And lastly: imagine a level for a mobile RPG game. Some of it is done using a constructor (I mean I made a number of walls and corners and stuff and just place them one after another like LEGO), but some cannot be done this way. I have long bridge-like path above a canyon and the bridge is sorta curvy and I prefer to create it bypassing constructor pipeline. So the question it, given the bridge is much longer than the screen, is it necessary to split it on chunks or will it work as huge solid mesh?
I suppose it makes sense to split it so once a part of it leaves the screen, the engine 'forgets' about the chunk and is not longer allocating memory for it. Is it correct?
Thank you very much for any advice!
Edited by unit187, 12 March 2013 - 12:51 AM.