A partial solution to this problem would be having a certain type of signal in the level designs as pointers for a "LevelManager" which would place objects....
Theoretically, this would be possible with jPCT, yes?
Yes. But i would use the name of the object, not it's texture. jPCT creates names for objects loaded from 3ds that start with the name the object has in 3ds. You may check for this name and don't merge the placeholder object to the level but replace it with the item instead.
Can anyone think of a good way to implement a segmented-body ? There's also the question of computation, will segmented humanoids be too much for jPCT to handle?
Not too much to handle, but difficult to implement. It should be possible to code such a thing using IVertexControllers....but it sounds quite hard to do to me.
I also noticed in another thread that Egon/Helge has been questioned before about skeletal-character physics like Half-Life uses. At the time there was no plan to implement that kind of feature. That hasn't by any chance changed, has it?
The point is, that i can only do so much. Doing a good skeletal animation system is a little project of its own. To be honest, i hoped for somebody to write one on top of jPCT, releasing it to the public and letting me integrate it into the engine's core to squeeze out some additional performance...but that didn''t happen until now :wink:
To be honest, i don't recommend starting with a goal as high as this animation system because chances are that you'll never finish it. But that's just me.
My current thoughts on saving are by simply making the Level class, Stats class (Contains historical info about the gameplay) and Player class serializable. When continued you would simply load the classes.
Sounds a bit brute to me, but that's all I can think of.
Don't know, should work well enough if space and/or loading times aren't important.