serengeor wrote:The only non renderable object type I can think of is sound, I guess?
I think an empty scene node would do the job. Tough I haven't tried to implement the sounds yet so I don't really know how its going to be.
that is okay i guess.....
but i mean wouldnt there be a small overhead from the scene node registering with irrlicht/ whatever graphics lib?
my game i am planning has more than just a few of these cases so i am building game objects like this hierarchy
trGameObject //has an array of game properties
trGameObject3d // 3d position
trGameObject3dDynamic //velocity, orientation, position, angular velocity
// add graphical game object
the other branch of this tree...
trGameObject3dDynamic<-(child class) sound emitter.
all game objects are children of a trGameWorld instance, which in turn are children of the game device. game device initializes external resources (e.g. irrlicht) and establishes the link between trBolt class objects and trGameWorlds so trGameObjects may request services
e.g.
void drawMe();
const trTransform3d& stepMyPhysicsSimulation();