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Mathias Hölzl
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Dec 31 '12 at 1:09
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Bullet Physic: Transform body after adding
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How can I use multiple meshes per entity without breaking one component of a single type per entity?
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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
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Oct
4
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Oct
4
revised
Updating physics for animated models
added 680 characters in body; edited tags; edited title
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