Hi Cadaver ! And thanks for the quick reply ! I have my own save/load mechanism so i wont use those , neither the networking part .The game has an extremely large level(s) so i can’t load it at once , therefore i split them into segment chunks.
The point of subclassing the Node is simply having a “Recursive” access to the scene graph structure.This works very well so far , and i have really clean code thanks to this.
e.g a simple call to a someSegment->build() builds the segment.All child nodes in the segment will call their build() functions recirsively and do their job.
Using components would really mess things up since they are not recursive , so i would need to code some kind of a Component Graph to have a component child parent structure to keep track of the whole scene structure.Not to mention is still need Nodes in the scene to use these components
I still can expose some global functions from my Urho3d::Application and use those if Custom Node registration is not possible , but it would be really useful
Thanks
EDIT Don’t get me wrong i found the Component system very useful in lot of situations ! Like a MuzzleFlash component or a CharacterController component ! Makes c++ as you write scripts
it’s very convenient ! but in this situation i would rather go with subclassing (if possible ofcourse)