While working out the design of my entity manager (yet to be implemented) for my 3d engine, something got me thinking.
Up till this moment I thought I needed to redo my renderqueue, to make it possible to add extra mesh instances (linked to game objects), sort everything again etc., after changes are done in the entitymanager.
But then I thought, let's say you have a level of a game, you will now on forehand how many game objects will be in the level, same for 'bad guys'/ enemies etc. Ok, there will be less, depending on the state of the game objects. But not taking mesh instances into account in a sorted list is easy (just leave out the ones that are not visible, for rendering, culling, physics etc).
In short; do you see reasons why to have both an entity manager and renderqueue that are able to add new game objects (entities) / mesh instances (renderqueue)?
The only reason I could think of is having a multiplayer game where new players are added. On the other hand, you can then take a 'max' of players and use these 'slots' so you don't need to add anyway (just 'enable'/ make them visible when needed).
Any input is appreciated, since it will help me decide if redoing my renderqueue is worth all the effort.
Edited by cozzie, 12 July 2014 - 02:57 AM.