Need some help doing procedural changes to a game object

Heyo,

I’m working on a prototype, and the main point of it is to procedurally change a game object’s mesh and particle system(s) at runtime. The end goal is to be able to have a list of keywords that can be combined with certain rules to create an arbitrary result - i.e., “Fire Bullet” should set the mesh to the one relevant for the “bullet” keyword and set the attached particle system to the one relevant for the “fire” keyword. All this is controlled in the game object that’s being modified.

I’m running in to a problem where I don’t know how to reference the relevant mesh for each mesh-defining keyword. I haven’t looked into the particle systems but it’s likely to be the same story there. A solid hour of google has turned up little helpful information.

Any help would be appreciated, and I’m happy to answer any questions you may have.

There’s two problems here.

The first is natural language processing (at least it sounds that way to me). Whatever you mean by “the one relevant” regarding a given word input needs to be fully defined by your game design. But to move ahead, you can just assume a given thing was parsed properly.

The second problem is much easier. Once you have tokenized the intent to be "fire bullet"then you simply decide based on your ruleset which mesh to reference and instantiate.

For the latter there’s tons of examples of procgen geometry on Youtube and around github.

Here’s my own random offerings:

MakeGeo is presently hosted at these locations:

https://bitbucket.org/kurtdekker/makegeo

https://github.com/kurtdekker/makegeo