Problem is that your use case is so strange to most people that there is a trouble grasping why exactly it is needed. Can you explaing the exact cases where it is needed ?Well, "needed" is a bit too much because it's not something i'm making money with. Not even something that will evolve into a real game. It's just a fun project that i'm working on from time to time to learn things about 3d. The idea is this: There are birds hidden in a tree (with around 1000-2000 leafs) and you have to hit them using a fireball
I started this little project using the mentioned jpct engine and i wanted the leafs to burn down when hit by the fireball. In the earlier version of the engine, i had to create an object for every leaf too. Just like i would have to in xith . That's because the engine was able to detect the collision itself but it couldn't tell me which leafs were affected when i stored them all in one big object. That was quite slow. According to my profiling, most of the time was spent in the collision detection between my fireball and all the leafs. A newer version introduced the possibility to get the list of affected polygons (i.e. the leafs) from a collision. With this, i can easily maintain my own list of burning leafs, let them burn some time by changing the texture to an animated fire and finally i change the texture to a "burned leaf" one. (You can spot the birds better through the burned leafs )
That's what i'm doing and that's what i'm using this feature for. I don't really need xith to implement it, because i don't plan to use xith ATM. I was just wondering why something so obviously needed (to me at least) isn't possible with this engine.
And finally, albeit i'm not writing one, i think it's very usefull for texturing work in an editor. But i already mentioned that.