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Re: Game engine test 2 (now optimized)

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Game engine test 2 (now optimized)
From: "Joseph J. Strout" <joe at strout dot net>
Date: Tue, 4 Apr 2006 08:26:45 -0700
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <C0570AEB dot 75D9%mauitom at maui dot net> <9736CA3F-67FC-46FB-9372-DC8D8D434441 at miensoftware dot com> <8FBBF71B-A8FC-4D0B-8ED9-EB66EB1AE63B at divergentmedia dot com> <1320868E-B6AA-43AF-ACBE-CCE76BF201C4 at miensoftware dot com> <38C30259-E1A0-4344-A786-081D5C69B8F0 at chaoticbox dot com> <5779B808-C630-49C5-B6C7-8E5ECCD6F7EC at miensoftware dot com> <a062007b8c0583d814d43 at [10 dot 0 dot 1 dot 2]> <436B4C27-DD55-4497-AE76-44B636E9C183 at miensoftware dot com>
At 7:19 AM -0700 4/4/06, Lo Saeteurn wrote:

It is not using RB's trimesh class. There are a few problems with switching because I need to be able to change shape for to switch level of details. Any idea how I can do this (addshape from trimesh would be nice)?

Just remove one Trimesh and add another.

Would using groups be an efficient solution? Since nearly every 3d object in this game is an animation3D instance, wouldn't it be bad to make them all group3Ds?

No, that'd be fine. Then you can easily remove one mesh from the group and add another to change the LOD, and your code won't need to know anything about where (or even whether) the group is being used. Seems like a good design to me.

But don't forget you'll need to wait for the next release (which should be coming real soon now, I would think) for VectorList.MultiplyAllBy to work.

Best,
- Joe

--

Joseph J. Strout
joe at strout dot net
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