OML (Oh My Lordie(Damn you Sarah)) thank you
Jason Olson.
Look at this line of code :
Entity ent1 = mSceneManager.CreateEntity("robot","robot.mesh");
Now look at this line of code :
engine.LoadMesh("MrRobo", @"MrRobo.x");
Now look at this :
SceneNode node1 = SceneManager.GetRootSceneNode().CreateChildSceneNode("RobotNode");
node1.AttachObject(ent1);
Compared to :
GameAction rotateRobo = new GameActionRotateMesh("MrRobo", 0, 0, 1);
Of course they are different, especially by the means that they accomplish their things BUT it does show that I was actually pretty damn close to going about making my engine the right way! With a little rethinking and adjusting... aipuqa87fgyaeorfbalg oq38gytaobf, wow. I've never actually looked at any engine code before or created an engine or...even played with an engine before. I just knew what it needed to do. Now I find out, that what I had thought was completely wrong and going exactly the wrong way...was actually headed in the correct way.
The code above was from
OgreDotNet, and that's why I was thanking
Jason, he posted a blog all about it and I went to the site and I was extremely suprised to see that I was on the right track. So thank you, thank you, thank you.
The engine will be back on track soon. This weekend I finally get to spend with my fiancee, so there won't be much accomplished. After this weekend though...Lots and lots of functionality is going into that engine.