Sign up ×  What are the standard alternatives for the mechanics
of attaching turrets and such to 3D models for use in-game? I
don't mean the logic, but rather the graphics aspects.  My naive
approach is to extend the MD2-like format that I'm using
(blender-exported using a script) to include a new set of
properties for a mesh that:    • is anchored in another 'parent'
mesh. The anchor is a point and normal in the parent mesh and a
point and normal in the child mesh; these will always be
colinear, giving the child rotation but not translation relative
to the parent point.    • has a normal that is aligned with a
'target'. Classically this target is the enemy that is being
engaged, but it might be some other vector e.g. 'the wind' (for
sails and flags (and smoke, which is a particle system but the
same principle applies)) or 'upwards' (e.g. so bodies of riders
bend properly when riding a horse up an incline etc).    • that
the anchor and target alignments have maximum and minimum and a
speed coeff.    • there i