a data structure that arranges the elements of a scene into a logical representation

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How can I batch render a DAG?

My game entity's transforms are stored in parent coordinates in a DAG. My render loop right now is a simple DAG traversal, pushing and popping matrices on a stack at each level. I would like to ...
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2answers
101 views

Dealing with multiple scenes /levels

Overview I have a scene manager in my game and in each 'Scene' I have a render() and a update() method for drawing and updating my game's logic. Basically, when I want to switch to another scene, ...
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1answer
35 views

ConcurrentDictionary as a main container for game objects?

I wonder if it is wise to use ConcurrentDictionary as a main container in a game? That is it will be used to: update every object inside it in a parallel.Foreach loop; add (but not remove) objects ...
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1answer
126 views

Utility of submesh class in a 3d game engine?

I've read somewhere that we use sub mesh for being able to give different materials to one mesh. But why not simply do this with scenegraph ? I mean you have a car mesh, and instead of using ...
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0answers
87 views

rotating sprite with quaternion in scenegraph

I have been trying to set up a scenegraph in XNA, which I then use to draw sprites in the correct places. It uses matrix transformations to accomplish this. So far, I got position and scale working ...
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1answer
482 views

Scene Graphs and Entity Component Systems

I am trying to determine how to move my current implementation of nodes in a scene graph to an entity component system and am struggling to wrap my head around how the two can work together, if at ...
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1answer
144 views

Bounding volume hierarchy for outdoor scenes

I started with a very simple graphics engine a few weeks ago and I have finished a simple scene-graph and I am now at a point where I need to create a bounding volume hierarchy. I never really ...
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1answer
104 views

How to make child transforms honor parent origin

I'm working on a 2D transform system that has the following requirements: Transforms can have children Transforms have anchor points/origins that offset them Children should honor the parent's ...
2
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1answer
515 views

LibGDX Scene2D event handling and bounding box relative to the center of a TextureRegion

I'm experimenting with Scene2D to see if it fits fot the game I want to develop. Say I have an Actor with the origin in the center of its TextureRegion. My setup method contains this code: float ...
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3answers
429 views

Using different shaders on the same model at runtime

I've already asked similar but a bit unclear question here but this time I will be very specific and to the point. Suppose I have an actor which grabs a power up. He starts to glow using bloom shader ...
9
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1answer
1k views

Engine Rendering pipeline : Making shaders generic

I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made ...
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3answers
528 views

State of the art Culling and Batching techniques in rendering [closed]

I'm currently working with upgrading and restructuring an OpenGL render engine. The engine is used for visualising large scenes of architectural data (buildings with interior), and the amount of ...
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0answers
123 views

OpenSceneGraph, multiple instances of a model

Im working on my first project using OpenSceneGraph. The project is a model flight simulator for one of my university courses, I want to be able to load airplanes (consisting of multiple models) and ...
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0answers
50 views

How to modify graph ingame?

The pathfinding in my game uses this function to generate a graph: def make_graph(self, size, impassable): nodes = [[astar_gridnode(x, y) for y in range(size)] for x in range(size)] graph = ...
6
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2answers
464 views

Best practise for representing large spaces in a scene graph

I'm attempting to represent a procedurally generated world in a scene graph, specifically in the Jmonkey engine (Jme3). To make this managable I have broken up the world into smaller chunks. Each ...
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0answers
132 views

OpenWorld SceneGraph management and optimization

I have a SceneGraph class which for now is just a simple list implementation, and the only optimization I've planned so far is a check is something like this: //GetDistance returns the distance ...
2
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1answer
349 views

Handling Origin/Anchor Points in a Scene Graph

I'm trying to implement a simple scene graph on iOS using GLKit but handling origin/anchor points is giving me fits. The requirements are pretty straightforward: There is a graph of nodes each with ...
14
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1answer
3k views

Rolling my own scene graph

Hello Game Development SE! I'm crawling my way through OpenGL with the hopes of creating a simple and very lightweight game engine. I view the project as a learning experience that might make a ...
4
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3answers
1k views

Scene graphs and spatial partitioning structures: What do you really need?

I've been fiddling with 2D games for awhile and I'm trying to go into 3D game development. I thought I should get my basics right first. From what I read scene graphs hold your game objects/entities ...
2
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1answer
322 views

2D scene graph not transforming relative to parent

I am currently in the process of coding my own 2D Scene graph, which is basically a port of flash's render engine. The problem I have right now is my rendering doesn't seem to be working properly. ...
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vote
1answer
882 views

Scene graph in Unity3D

I was wondering if any scene graph-like mechanism is implemented into Unity3D? For example if I have a GameObject, can I add child cubes to it so when I rotate the parent GameObject, the siblings will ...
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2answers
222 views

Scene management for 3D editor

I need a scene graph/management method for a 3D editor (brute force rendering is not really a possibility), where lots of data (geometry) are constantly being modified, it also would need to work ...
1
vote
1answer
265 views

How to design the scenarios in a platform game?

I am developing a 3D platform game like Metroid Fusion with XNA. I have many classes for different elements as models, game screens, postprocessing and so on. Now I want to start designing the ...
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1answer
504 views

Updating scene graph in multithreaded game

In a game with a render thread and a game logic thread the game logic thread needs to update the scene graph used by the render thread. I've read about ideas such as a queue of updates. Can someone ...
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0answers
537 views

Looking for a small, light scene graph style abstraction lib for shader based OpenGL [closed]

I'm looking for a 'lean and mean' c/c++ scene graph library for OpenGL that doesn't use any deprecated functionality. It should be cross platform (strictly speaking I just dev on Linux so no love lost ...
3
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2answers
956 views

Scene Graph Theory

I have a scenegraph that represents the whole world. However, at the moment if there are multiple copies of the same scene graph (aka the same model) it will just create a new scenegraph linking. This ...
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7answers
2k views

How to avoid game objects accidentally deleting themselves in C++

Let's say my game has a monster that can kamikaze explode on the player. Let's pick a name for this monster at random: a Creeper. So, the Creeper class has a method that looks something like this: ...
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3answers
760 views

Culling Techniques for 3d OpenGL ES game

I'm developing a 3d flight simulator for Android and am using a relatively large (10k triangles) scene in 3ds format for the scenery. The scene is one polygon soup, not separated into separate ...
10
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1answer
2k views

To scene graph or not to scene graph?

I've been struggling with a decision regarding whether or not to implement a scene graph in my game. I have some use cases that call for such a tool, but I haven't been able to get through some of the ...
1
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1answer
399 views

Scene graphs vs in-game representation

This is a general question which aim is to allow me to start digging on the subject by myself. As I noticed the general opinion is that scene graphs are good for describing the scene in a level ...
2
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1answer
376 views

How to efficiently organise all object in a large space

I've just about started with a project I've had in mind for ages. I don't quite know how to start such big projects (bigger than Pong, anyway), so I thought I would get started by making a basic ...
5
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1answer
709 views

Problem with DirectX scene-graph

I'm trying to implement a basic scene graph in DirectX using C++. I am using a left child-right sibling binary tree to do this. I'm having trouble updating each node's world transformation relative to ...
4
votes
2answers
360 views

Pros and Cons of making geometry not only leaf in scene heirarchy

I was wondering why most game and graphics engines prefer to make geometry/mesh class only as a leaf in the scene hierarchy; more precisely they are not allowed to have children. So what are the pros. ...
7
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2answers
3k views

What should be contained in a game scene graph?

Would you help me to clarify, please, what what exactly should be contained within a game scene graph? See the following list, please: Game Actors? (obviously yes, all the objects changing state ...
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2answers
2k views

Scene Graph for Deferred Rendering Engine

As a learning exercise I've written a deferred rendering engine. Now I'd like to add a scene graph to this engine but I'm a bit puzzled how to do this. On a normal (forward rendering engine) I would ...
7
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3answers
1k views

Scene Graph as Object Container?

Scene graph contains game nodes representing game objects. At a first glance, it might seem practical to use Scene Graph as physical container for in game objects, instead of std::vector<> for ...
4
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2answers
1k views

How can I traverse a scene graph and hit only nodes in the view frustum?

Scene Graph seems to be the most effective way of representing the game world. The game world usually tends to be as large as the memory and device can handle. In contrast, the screen of the device ...
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1answer
546 views

Mental Ray render loss in Maya?

The option in the rendering menu of Maya doesn't say "Mental Ray" anymore. Please help me to get it back, or even a better plugin for Maya game quality rendering.
3
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1answer
2k views

BoundingFrustum Performance Issues

I have noticed that BoundingFrustum.Intersects() is a rather slow check in XNA. I am doing only 256 checks per frame and it eats up arround 50-60% of availible time when running at 60fps. This is kind ...
5
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3answers
1k views

Small 3D Scene Graph

I'm looking for a 3D graphics library (not a complete game engine). Preferred a scene graph. Something small (unlike jME, XNA or Unity), that I can easily expand and change. Preferred features: ...
11
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1answer
2k views

Scene Graph in Separate Thread

I develop my own game engine for fun (but not profit). I have rendering in one thread and my scene graph updates (velocity, etc.) in another. When it's time to render, the render thread adds the ...
6
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4answers
1k views

Which SceneGraph is optimal to begin with for small game programming?

I am a java web application developer (mostly server side) since 7 years who recently got interested in game development (i dont know why, maybe i am bored). Today i was looking for frameworks. I read ...
7
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1answer
1k views

Do Octrees, Kd-Trees, BSP only make sense for static geometry?

I'm still implementing my scene graph (see this question). Now, I wonder if a spatial representation such as a Kd-Tree or Octree to do View Frustum Culling (VFC) only makes sense with static geometry. ...
6
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3answers
616 views

Is Frustum Culling by itself enough for Consoles and Mobiles?

Software occlusion culling is often expensive, especially for smaller and older devices. Is frustum culling alone adequate on systems that can optimally display 10k triangles at most? If not, are ...
4
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2answers
1k views

Simple scene graph in 2D, without matrices?

First of all, I think I roughly know how a scene graph works. Please correct me if I'm wrong. It is a tree based structure, with each branch/leaf being a node. It means you can better organise ...