So, my current project is (this may sound wierd) an on-rails shooter engine.
I have level creation and camera scripting more or less done. Now I'm focusing on general characters within the scene. I want to ultimately have a scene scripting engine, which triggers events as time passes.
So, I'd like to make things simpler by moving my character meshes with Scene node animators. I'm wondering what the best method would be for this. I want to basically free up the animator when its done with the motion commanded by the scene scripter. Do non-loop animators free themselves when finished? I don't think so...
So I have two methods currently in mind:
1)have a global animator array managed by my game engine that automatically frees animators that aren't running (Not sure how to do this since the Animator class doesnt seem to have any mention of ->isRunning() or anything of the sort)
2)have each enemy/character contain an two animators, one for translation and one for rotation. these will free up as characters are spawned/killed.
Any ideas on which path to pursue?
I'm setting up a character class, that contains Physical properties like HP, Speed, Accuracy, etc, and some functions for animation/movement, AI, attacking, getting hurt, etc etc.
I'd like to post a video of my progress once the project is a little further along...I'm using some semi-unique controls...
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