Trying to understand logicgamestate in the example framework

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Slicky
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Trying to understand logicgamestate in the example framework

Post by Slicky »

I'm thinking of trying to incorporate my code into the example framework. I do similar things now but probably not as elegantly.

One thought that is confusing me is the gameentitymanager adds both the logic and rendering item. I currently have most items in separate classes because they have physics callbacks and other logic. With the LogicGameState it looks like you would do the logic handling in that class (which could end up being a big file). Do you possibly add a pointer to a class and point that to the item class or do that in blocks of code in the LogicGameState file?

For example a ball is quite simple and doesn't require much to it other than transforms. What about say a robot that could do different actions and sustain hits etc?

I just want to get an overall understanding of the best approach.
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