Hi, I've read the user guide and made sure I understand the concepts fully, but I'm not so sure what the hkg objects do, for example, I'm wondering when / where I would need my own version of a hkgReferencedObject in my game code, and why it's useful.
When importing the skinning data at runtime in the CharacterAnimationDemo, this line is used:
// Make graphics output buffers for the skins
env->m_sceneConverter->convert( scene );
Does this just store them in memory? I was wondering how games like BioShock would have done this for example. Just wanted to be pointed in the right direction, I think I've got the idea, kind of.
And then this line:
// Find the vertex buffer for display that corresponds to this loaded vertex buffer
const int ivOut = hkgAssetConverter::findMapping( graphicsScene.m_vertexBuffers, vIn );
Looks like it finds the index of that object vIn, by looking in graphicsScene.m_vertexBuffers. Also I wanted to know if the Havok engineers advised devs working on commercial titles, to use Havok arrays (hkArray) in their games / game engines.