Crystal Space 2.0.0: 4.10 Mesh Object Plug-In System

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## 4.10 Mesh Object Plug-In System

This section covers the Crystal Space Mesh Object plug-in system. This is a very general system for defining various kinds of 3D objects and using them in the Crystal Space 3D engine. You can use them to simulate things like snow, rain, fountains, fire, explosions, ....

In practice you will probably want to use the following mesh objects in your own game:

- `‘GenMesh’` (see section Genmesh Mesh Object). The genmesh object is one of the most useful mesh objects. You can use it for static data (walls, buildings, floor, ...) or for dynamic data (moving objects). It supports multiple materials, vertex lighting, and even animation. Using the new `‘lighter2’` app it can also support lightmaps. See section Using `lighter2`.
- `‘AniMesh’` (see section Animesh Mesh Object). The animesh is the main mesh dedicated to skeletal and morphing animations. It is perfect for objects with shapes deforming over the time.
- `‘Terrain2’`. The terrain object is very useful if you want landscapes although you can do landscapes with genmesh too. But the terrain mesh object can do it more efficiently.
- `‘Particles’`. If you want particles then the particles mesh is the best choice. Currently the `‘Emit’` particle system is also supported but it should be avoided as it is very slow and is going to be removed in the future as well.

In the first section a general overview is given on some of the concepts in the mesh object system.

In the second section you will see how you can use mesh objects in your own applications and how you can work with them.

The third section covers everything needed to write your own mesh object plug-in modules.

After that there is a section for every specific mesh object plugin that Crystal Space supports.

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