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We use a component class with optional interfaces for IUpdatable and IRenderable that tie into the scene container which handles the component life cycle (when the game engine core says "time to render", the scene container updates all the updatable components, then renders all the renderables). Since we construct lists of updatable and renderable components ...


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Can a tessellated square/plane be wrapped around to form a pipe (and would this approach loose accuracy)? (I've only ever manipulated vertices in the y-direction on a flat plane). It would be easiest to model a segment of a pipe as a cylinder and making an abstraction in your code so that you can think of the surface of the cylinder as a flat plane ...



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