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Source works a bit different than i guess you understand it. I can't claim that everything i write now is correct but it should point you in the general direction! "Converting" a model: You can't just "convert" an model intended to be used on an specific NPC to a player model because the animations that you want to apply are called by actions, and the ...


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As long you are not using threads/multi-core you have nothing to worry about - your code won't be executed "in parallel". If you do use it, one solution is to implement child's queues for insertion and deletion, and to process them in the same thread - before or after your looping through children.


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The simplest thing to do is make a copy of the Node * container before iterating over it. void Layer::update() { auto children = _children; for(auto child : children) { child->update(); } } If you want to avoid this copy, you can defer the additions and removals until after the update loop finishes. std::vector<Node *> ...


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I want to update this considering the new shader stages recently added. Someone more familiar can probably be more thorough, but: such as a car's front end destroyed when it hits a wall? The new stages allow you to more-cheaply enhance low-poly models. You could generate an entire vehicle from a single cube's-worth of vertices (8). Given a relatively ...



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