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 ...
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 ...
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: ...
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 ...
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 ...
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 ...
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 ...