MindCalamity
14-01-2012 17:31:29
Hello guys, I have a state manager (similar to spacegaier's) in my game engine, and I've separated the game engine components into systems, so I want to make my game levels manageable, and initializing the physics render system (Critter) requires a scene manager and a physics scene. I've read in the code that I can have up to 32 of them, now is it recommended that I add a physics scene to my application state ?
I have no idea how to make switching between states physics-friendly...
I think that using 1 physics scene and when switching between states emptying it, and re-creating stuff again, but that would make pause/resume impossible.
Any suggestions are welcome.
OK, so I basically figured out that you can have 32 scenes max. at one point (allocated), but I haven't found a way to switch between scenes, does this mean that I have to delete/create critter every time I start a new level ?
I have no idea how to make switching between states physics-friendly...
I think that using 1 physics scene and when switching between states emptying it, and re-creating stuff again, but that would make pause/resume impossible.
Any suggestions are welcome.
OK, so I basically figured out that you can have 32 scenes max. at one point (allocated), but I haven't found a way to switch between scenes, does this mean that I have to delete/create critter every time I start a new level ?