Aaaah! Thanks! I understand what you meant now. Yes, there is a component system in Delta3D, using dtGame::ActorComponent as a base. However, this looks much like what I told to Roland: the component system is ABOVE the scene graph (at the "actor" level). What I need is to add components INTO the osg::Nodes... Any idea on how to make it in a clean way? Or may I continue coding what I started? :)
Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ----- Mail Original ----- De: "J.P. Delport" <[email protected]> À: "OpenSceneGraph Users" <[email protected]> Envoyé: Jeudi 13 Août 2009 15h41:12 GMT +01:00 Amsterdam / Berlin / Berne / Rome / Stockholm / Vienne Objet: Re: [osg-users] Suggestion: Add components in nodes (aggregation) Hi, Sukender wrote: > Hi JP, > > Thanks for the info. But I just looked into Delta3D dtCore and dtUtil > namespaces and didn't find anything related. Any clue? I'm not sure it's exactly what you are looking for, but have a look at the SOFTWARE DESIGN DOCUMENT (SDD) Delta3D Game and Simulation Engine. The one I donwloaded some time ago is called: Delta3D_GameManager_SDD_1.0.pdf It is more high level than the code and explains their data driven engine design a bit. jp > > Sukender > PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ > > ----- Mail Original ----- > De: "J.P. Delport" <[email protected]> > À: "OpenSceneGraph Users" <[email protected]> > Envoyé: Jeudi 13 Août 2009 14h52:43 GMT +01:00 Amsterdam / Berlin / Berne / > Rome / Stockholm / Vienne > Objet: Re: [osg-users] Suggestion: Add components in nodes (aggregation) > > Hi, > > Sukender wrote: >> Hi Roland and JP, >> >> Of course... I forgot to mention that what I want is much structured >> than the well-known userdata. It's a bit as if the "userdata" was a >> simple "void *" (yes, that's a bit exaggerated)... I think Components >> are a more sophisticated system, yet very flexible. Did you have time >> to read the article I mentionned? It's very interesting. > > I have read that article before, what you might also have a look at is > the way the objects are structured in Delta3D. They have quite nice > architecture documents and they use OSG. Maybe you can find some tips on > how they combine their own hierarchy with OSG's. > > jp > >> Anyway, I could add my "ComponentContainer" object as a userdata to >> avoid being too intrusive in OSG code, of course. >> >> Please share yor thoughts. And thanks for the answers. >> >> Sukender PVLE - Lightweight cross-platform game engine - >> http://pvle.sourceforge.net/ > -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

