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Dec
9
awarded  Teacher
Dec
8
answered Bullet Physic: Transform body after adding
Dec
8
asked Bullet Physic: Transform body after adding
Nov
27
accepted Rotate/Translate object in local space
Nov
27
asked Rotate/Translate object in local space
Oct
17
awarded  Supporter
Oct
16
awarded  Custodian
Oct
16
reviewed Approve suggested edit on How can I use multiple meshes per entity without breaking one component of a single type per entity?
Oct
16
awarded  Scholar
Oct
16
accepted How can I use multiple meshes per entity without breaking one component of a single type per entity?
Oct
16
comment How can I use multiple meshes per entity without breaking one component of a single type per entity?
Ok, I think I got you. Thanks for helping
Oct
16
comment How can I use multiple meshes per entity without breaking one component of a single type per entity?
Yeah it should be a component but components can not have components so its hard to implement the hierarchy of the model.
Oct
16
comment How can I use multiple meshes per entity without breaking one component of a single type per entity?
So I have a hierarchy of entitys and these entitys have componends and are linked togheter. Is it then still a Component based game engine =)
Oct
16
comment How can I use multiple meshes per entity without breaking one component of a single type per entity?
A mesh has also components like transform, physic, graphic...
Oct
16
revised How can I use multiple meshes per entity without breaking one component of a single type per entity?
added 127 characters in body
Oct
16
comment How can I use multiple meshes per entity without breaking one component of a single type per entity?
I think its a general question. Can a game object have multiple instance of the same component?
Oct
16
asked How can I use multiple meshes per entity without breaking one component of a single type per entity?
Oct
16
awarded  Student
Oct
4
awarded  Editor
Oct
4
revised Updating physics for animated models
added 680 characters in body; edited tags; edited title