chamile wrote:
In your example in portals or doors, there is a position and angle of target (binded) defined, couldn't this be taken directly from the target?
At which line in which source file?
chamile wrote:
Courrently name of entities is optional, I think this should be mandatory to handle any interaction (example: destroy static objects and save their state).
Agreed
chamile wrote:
Maybe a string name is not the best choice for identification of objects related to performance, an integer would be better (there could be 2^32 objects per segment and 2^32 segments if using an 32bit int as ID, defining this for example as "0:1" instead of "seg0:portal1").
Names should be used to make it easier to write the Geo files. Usually there wouldn't be any performance loss if you convert the names into numbers or array indices internally.
chamile wrote:
How do you imaging a "group" entity?
A group entity is nothing more than an entity containing sub entities. Because a group entity is a segment itself, the sub entities can be placed into the local space of the parent entity. If you ever worked with Ogre you could compare them with scene nodes.
chamile wrote:
I notice that I often think about technical usage of this data. Ple interrupt me, when this leads to far away required for this task!
No problem. The more thoughts and doubts we have the better the game will be. And if a discussion leads away from the current topic, you can make up a new one.