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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
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
4
comment Updating physics for animated models
@Maik Semder The time I mentioned was for transposing, building the btTransform(bulletRotation,bulletPosition) and body->setWorldTransform( trans );. The transposing/building takes 0.005ms and the setWorldTransform() takes 0.0013ms (for 1 matrix).
Oct
4
comment Updating physics for animated models
@Ricket mat.GetStorage() return XMFLOAT4X4.