Game Development Community

The Euthanasia of Container Systems

by RedCore · in Torque Game Engine · 12/12/2006 (3:44 am) · 3 replies

I'm working on my own game engine just for the learning experience, and I've gotten to the point where it is necessary to introduce bins or a similar container system. I'm mainly looking for tips on how I should go about this. I've skimmed over all the material I could find and I believe the way torque handles it is to complex for my likes. I'm thinking about having a Bins class with a Mesh class as a child of it. As I already have a Mesh class and each of my objects including the terrain get their own mesh object. But Its becoming a problem to iterate through all these Meshs(polygons). Any help with implementation ideas and method would be great.

To save a little forum space: Any ideas how how repeating terrain works? I have my terrain and everything working but its only a set size. I think I might could handle the actual rendering but when it comes to collision and such I have no clue how i could do it without those polygons that are millions of miles away actually having to exist in my beautiful mesh lists?

Much Thanks, RedCore.

#1
12/12/2006 (5:54 am)
Why do you need this new system, as opposed to the already existing one?
#2
12/12/2006 (6:58 am)
@Stefan
Quote:I'm working on my own game engine just for the learning experience
=)
#3
12/12/2006 (9:15 am)
Quote:
Any ideas how how repeating terrain works?
I would say look at how the Torque source does it and see if it might be applicable to your situation.

If all else, I'd assume build your terrain on a random-based algorithm and then just generate more terrain when a player moves past a certain area of your current terrain's bounds.