
Or should the title have been "A Can of Wyggles"?
My main problem here is that a Wyggle is composed of multiple segments, and the head gets created before the tail segments. Not only that, but Wyggles grow, so they need to be inserted into some kind of depth group. I mean, if two Wyggles intersect we don't want some segments of one Wyggle appearing on top of the other Wyggle's segments and others below.
Hrmmm...
Basically, depth alone won't cut it and neither will layers.
Layer is a Depth GroupI think layers with depth sorting is the best approach. Each sprite has a depth or z index that only pertains to that Layer. It's like divs in DHTML.
I thought about just translating a Sprite Engine I had written in Java 6 years ago, but after looking at it I think it would be better to start from scratch. I've learned a lot since then.
Botworx VR in 2D?Botworx VR is part of an agent framework that I've been developing privately for the past 3 or 4 years. It's written in C++ and uses Ogre for rendering and ODE plus Bullet for physics.
I really,
really wanted to avoid doing this. But I don't think I'll be satisfied unless I use the concepts and the component oriented design that I used for it.
Are You Sure?!!!Okay, I could use the stuff from Pyglet contrib or other projects out there, but this way I can be sure things are exactly the way I want it. And, who knows? It might turn out better!
In ClosingBe sure which can of worms you open.