How can I use multiple meshes per entity without breaking one component of a single type per entity?
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Mathias Hölzl
on Game Development
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Published on 2012-10-16T19:17:30Z
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2012/10/19
23:23 UTC
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We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a entity in a component based system can not have multiple components of the same type, but I need a "meshComponent" for each mesh in a model. So how could I solve this problem.
On this side they implemented a Component based game engine: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/
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