> However I would recommend against > "everything is a polygon" route. Once again, for a simple game, this > may be fine, but you're now making an assumption: "everything is a > polygon". What if you want a simple laser point-to-point entity? What > if you want a planet that is represented by a circle? What if you want > your ship to be a different color than the asteroids?
A simple example is a trigger. This in fact has a polygon (or rather, a volume or area), and causes some event to happen when some object collides with it. However, it is not rendered itself. Lots of game logic is implemented as triggers and other things, which are entities but not rendered. This is overkill perhaps for the simple games, but very flexible for the not so simple ones. I highly recommend reading this description of the Thief engine: http://www.gamasutra.com/view/feature/3355/postmortem_thief_the_dark_project.php?print=1 jack. -- You received this message because you are subscribed to the Google Groups "Clojure" group. To post to this group, send email to clojure@googlegroups.com Note that posts from new members are moderated - please be patient with your first post. To unsubscribe from this group, send email to clojure+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/clojure?hl=en