@MadPumpkin
Ye I was thinking seperate model for weapon, also smaller crate with ammo is great idea thanks!
Although the the game I'm trying to follow has no ammo pick-ups but instead unlimited ammo so the only downfall is reload time, hmm
Anyway, my "Entity System" for 3D is like 2D but flexible in a sense ->
Code: Select all
class Entity {
vec3 Pos; // 3d point
float orientation; // pretty much rotation on Y-axis
string name; // hmm, so vector<entity> instead of map<string, entity> for the "Entity Manager" class
..etc
Update(); // basic update for time
Draw(); // will be overwriten by inherited classes
}
Objects can be the base for -> MapObjects, Items, etc..
Actors can be the base for -> Players, Vehicles, etc..
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// something like this
class EntityManager {
vector<Entity*> Entitys; // The Entity's
Entity* getEntity(const string& name); // Get an Entity
void loadEntity(const string& name, const string& eMesh, const string& eTex);
}