> 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.

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