I'm trying to understand if it makes sense to call what I have a scene graph or not.
Im doing an asteroid-like game, where all objects in the game are described in world space coordinates (an asteroid will be at X 50, Y 50 and it wont have objects orbiting, the player avatar is at X 100, Y 100 and it does'nt have a turret rotating the base of the ship. Objects are all described in world space, not in relationship to each other cause it just dose'nt make any sense).
For clarity (on why I will be mentioning a view matrix and a projection matrix bellow) - this is a 3D game with 3D objects in it, but the camera is locked facing one direction.
What I have is an object with a set of vectors containing all the objects visible in the scene. To me, this is still a scene graph - it just happens to be a flat graph where everything in the scene is a single node, not a child of a parent. The scene graph also stores the projection and view matrix, as these are common to all objects scene (the view and projection matrix are static, only world space coordinates are updated). One could consider this view matrix as a transformation "node" that will be applied to all the children in the scene graph I guess.
So my question is - am I stretching it calling this a a "Scene Graph" and should I use another name for it?