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Dark GDK / RPG Equipment methods...

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heyufool1
15
Years of Service
User Offline
Joined: 14th Feb 2009
Location: My quiet place
Posted: 28th Mar 2009 03:34
Hey! I'm working on a RPG and i have 2 ways of making the equipment system. So here's the two ways and a break down of ups and downs:

1. Each body part that you can equip armor to is really a separate object. And when i equip something i'm simply deleting that object and adding the armor.
-More objects in my code (more confusion)
-Saves some memory and faster loading

2. Whenever i equip something i just add that object on top of the object that it would replace (ie. a helm would just overlap the head)
-Less objects in my code
-Around double the polys being loaded (current model is at 752 polys)
-Easier

So should i really go through the time of making each body part a separate object or should i just load the equipment on top of the previous equipment?
vocebello
19
Years of Service
User Offline
Joined: 30th Dec 2004
Location: Toronto, Canada
Posted: 28th Mar 2009 03:44
I say go with option 1, more confusing, yeah. Keep a notepad beside you and write things down. Also, make sure you keep notes in your code so you can refresh your memory on what each function, object, etc...do.

[ freelance DarkGDK coder ]
heyufool1
15
Years of Service
User Offline
Joined: 14th Feb 2009
Location: My quiet place
Posted: 28th Mar 2009 03:49
Ok, thanks! But now i just came across a brilliant idea! Instead of having specific armor pieces why not just get full armor sets. This way i simply delete the character and add the new one. And this would avoid my main issue with doing the skinning in the animations

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