Ah, yes this is a good idea. I am suggesting to seperate the concepts of "vehicle" and "object that can contain other objects". The latter ("object that can contain others") will be an automatic part of a3dl:object3d when (if) I finish the change. Then you just extend the object3d to also be a vehicle, right?
You could also have something idicating that a seat is occupied and by whom... and which seat should allow its occupant to drive... and have a mechanism that requires posession of a key, or, authentication with the right Identity or Group to drive...? There are lots of possabilities here! :) I'll commit some code to vosa3dl in CrystalSpace CVS once I verify that it doesn't break stuff and you can test it and see if it works for you. This might be tonight or it might be in a few days. Reed On Mon, Dec 19, 2005 at 02:38:01PM -0500, Jason Moyers wrote: > So the purpose of a general A3DL vehicle class would be that any client > *should* know how to build/use such a vehicle, and it would be uniform > through-out. Hierarchical transforms would be beneficial, so you can attach > the front wheel(s) and the back wheel(s) and the player(s) to the vehicle > body and off you go. So perhaps I should ask where I could help to get > hierarchical transforms working? _______________________________________________ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d