Yes. You probably should only have a couple - one for all the monsters and one for all the collactables. It really depends on how many different collision responses you have.
To determine whether you've collided with a specific kind of monster you could initially name the entities as their respective monster names.
i.e. NameEntity( BOG_BEAST_MESH , "BOG BEAST" )
Then refer to the entityname when collided to determine what you've collided with.
An alternative and IMO best method, assuming you're using types to store all the monsters information, is to store the type handle in the entities name ...
Then when you know the collided entity this will give you the specific monster ..
Stevie
To determine whether you've collided with a specific kind of monster you could initially name the entities as their respective monster names.
i.e. NameEntity( BOG_BEAST_MESH , "BOG BEAST" )
Then refer to the entityname when collided to determine what you've collided with.
An alternative and IMO best method, assuming you're using types to store all the monsters information, is to store the type handle in the entities name ...
m.MonsterT = new MonsterT m\Entity = copyentity( BOG_BEAST_MESH ) m\Name = "BOG BEAST" m\Life = 1.0 m\Armour = .75 Nameentity( m\Entity , handle( m ) )
Then when you know the collided entity this will give you the specific monster ..
m.MonsterT = object.MonsterT( entityname( Entity ) ) m\Life = m\Life - .01
Stevie