[ODE] ODE GUI Editor #2...
Megan Fox
shalinor at circustent.us
Fri Feb 27 11:04:31 MST 2004
I'm unclear why you wouldn't save out hierarchies on a per-object basis,
removing the need for quirky ID conversion methods?
(eg. you know your "car" object is made up of a set number of objects, which
are given entirely arbitrary numbers when they are written to the file. You
save out the objects, the geoms, and then the joints, using those arbitrary
file-specific numbers.)
I imagine this wouldn't work as well for entire-scene persistency, but how
often do you really need that in the case of a game? Typically, you'd want
the data grouped by governing entity anyways.
-Megan Fox
> That's not necessarily true. You can store an array of what all
> the pointers are on save, and then, on load, use this as a
> look-up table from "old value" to "new value". Just make sure you
> patch up each struct you load exactly once :-)
>
> However, this means that the "ID" changes each time you load a
> file; i e it's useful for inhale/exhale of cross references, but
> it's not persistent.
>
> Cheers,
>
> / h+
>
>
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