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Published on 01-11-2010 08:30
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TBGL provides the programmer with entity system, which allows definition of multiple kinds of types of entities. Sometimes we need to work with just group of entities and cast on them context specific action.
As the scene in TBGL can be composed of completely heterogeneous elements, this can become quite complicated task. We will take advantage of the fact any entity in TBGL can hold its custom user data, defined by programmer. By marking the user data with custom signature, we can easily determine which entities have something in common.
This article explains what data signature is, how to specify it and how to use it for comfortable handling of objects in the scene.
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José Roca's WIN32 API Headers
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