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How to update position of meshes in Hazy Mind Demo project?
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Topic: How to update position of meshes in Hazy Mind Demo project? (Read 1974 times)
Trefall
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Posts: 1
How to update position of meshes in Hazy Mind Demo project?
«
on:
2007/02/12 14:10:06 »
Hello, so far I've learned a lot from the HM tutorials. Great work!
I'm having problems understanding this one bit of the architecture of the engine though, or perhaps I'm missing something.
If I understand it correctly, the Hazy Mind Engine project is supposed to hold core functionality and object definitions, while the Hazy Mind Demo project uses the HMEngine as a resource to derive it's functionality. So what I would want is to have the possibility to perform updates every frame in the HMDemo project to update the position and orientation of a mesh for instance.
I understand that I could do this by making a class that inherits from HMMesh for example, but I have a List of objects, who's updates affect each other, and so I was hoping to thave an update function in the HMDemo.cs main file... I'm fairly new to C#, so I've had trouble finding a solution to this... I'd be greatful for any help offered!
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Robin Sarac
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Posts: 9
Re: How to update position of meshes in Hazy Mind Demo project?
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Reply #1 on:
2007/03/12 11:27:26 »
Something (input, game logic) has to update the position of a given object in order for it, and the mesh representing the object, to move.
Have you read the Input tutorial? It derives the input component from a GameComponent, then registers it with the game. game components have override-able methods that are called at certain points in the game (e.g. Initialize(), Update()). You could derive an update method from GameComponent and then put your logic to deal with object movement in there. That would keep game logic out of the engine project. Or you could add to the input component and have input move your objects around.
I haven't gotten past tutorial 6 yet as I've read each one several times, but this is one idea.
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