So, sweet, I have a couple nodes set up that I can use to compose a simple scene. I have a geometry node, a DOF node, and the all important base node.
I can create a simple scene comprised only of these nodes, the problem is, I'd have to hard code it! ICKY!!!! Who wants to honestly, create a truck geometry node, with a dof, 4 more dof's for each wheel, and then 4 more wheel geometries! Blecky!
I've thought up a simple solution to this problem.....
So, what if I could create a truck object with all of those geometry nodes and dof's etc etc, all in a simple function call, something like:
Simple! But hmmm, what is an object info structure? I'd say it would be something like this:Code:AddObjToScene(struct ObjectInfo);
A simple object that holds information on what this greater, more complex object is comprised of. How many geometry nodes are included? How many depth of fields? How are they all connected? How can we easily look up this object (ID)?Code:struct ObjectInfo { int ObjectID; int NumGeoNodes; int NumDOFNodes; // etc etc };
Then there is still another thing to deal with, where does all this information come from? Surely you could create objectinfo structs and hard code them into your game, but how flexible is that? Without modifying the source and recompiling headers, you couldn't change it!
Howabout a file type? Containing all the information that the object info structs need, simple stuff! So we could do something like this..
Sweet, so all the pieces are there, except one! We need to be able to create Object files without modifying a text file, who wants to do that? Not me! I think a simple editor would answer this problem, create a small editor program that simple creates object files, you could create any type of object you want! Super dynamic!Code:CreateObject(filename);
So there are all the pieces.
CreateObject(takes object parameters)
creates a file
CreateObject(filename)
creates an objectinfo
AddObjectToScene(ObjectInfo)
There it is, three simple steps, all done!
What do you guys think?