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Feature: provide a way to attach lights/hulls together #6

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InfiniteProductions opened this issue May 1, 2016 · 2 comments
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@InfiniteProductions
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Could be done in some helpers class as it is should not be a Penumbra feature itself.

The concern here is to build compound object, typically a car:
one or more hull(s)
many lights (headlights, brake lights, turn lights and others depending of the application like fog lights, extra lights for rally racing, ...)

For now, it could be a serious pain to:
-first position lights in the right location
-define the right origin
-make everything run altogether, for moving and rotating

An extra container which contains everything and have a single origin, can enable/disable any of its component (for dealing with damage and/or improved parts) would be very great.
But I honestly don't know if it could be part of a Penumbra companion library or it is completely unrelated at all.

Any thoughts ?

@discosultan
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Since MonoGame does not provide any standard means for entities/transform components and their parent/child relations, it should be up to the consumer of the library to incorporate the light and hull models into whichever system they are using. It might be difficult at the moment, because there is no way to set a parent transform for a Hull or Light. I should probably allow that in order to make the adaption easier.

@InfiniteProductions
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Ok.
But one concern here is as it doesn't exists in X or Y, I/you/they wouldn't doing one such system, so we are trap in a vicious circle, some one has to start one day or another :).

What comes to my mind initially was something to merge Penumbra stuff, a physic lib stuff (randomly: Farseer, despite being abandonned) and MonoGame stuff into something not super awesome but at least capable of doing the job. Even if it has some performance/memory cost.

Such a base system could be use later as an inspiration, and it would provides a start.

Regarding now Penumbra part only, I guess there is work to do on items location and lights' origin when parent(s) moved or are rotated, even scaled.

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