Questions tagged [scene-graph]
a data structure that arranges the elements of a scene into a logical representation
77
questions
0
votes
0
answers
27
views
Clarification on scene graph implementation. Adding object/node to a root node or container?
I learned about scene graphs from this chapter on learnopengl and using this I'm trying to make a simple imgui window that can display the scene graph, but one thing that wasn't made clear/I'm having ...
1
vote
2
answers
58
views
When/Where to use Node2d as parent vs Other Node
tl;dr = When/Where/Why use 'Node2d' as the parent vs going straight to 'Other Node'?
I have just started diving into using Godot for the first time. I completed the Your First Game official tutorial (...
0
votes
0
answers
262
views
Hierarchical relationships in an Entity Component System
I'm trying to figure out how to integrate entity component systems with scene graphs in a web game / application. The problem is of course that ECS and scene graphs are very different in nature. They ...
0
votes
0
answers
22
views
Orchestrating scene flows in Unity
New to Unity and I've now completed several of their basic tutorials (2D Ruby's Adventure and Create with Code) and am having trouble seeing the "forest through the trees" on my first toy ...
0
votes
1
answer
291
views
Calculating child world translation, rotation and scale
I'd like to know if it's possible to calculate a child's world translation, rotation and scale individually. I'm used to seeing devs resorting to matrix multiplication and then decomposition, like so:
...
-1
votes
1
answer
129
views
Parallel transformations tree update
I create my own pet-project graphics engine for the learning and research purposes.
Now I'm trying to create a more efficient scene transformations update technique. My current approach is the linear ...
0
votes
1
answer
202
views
Scene graph or just plain container?
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 ...
0
votes
1
answer
219
views
Inverse transformation matrix for checking whether a point is inside a rect
I'm trying to determine which nodes in my scene graph contain a given point in global coordinate space, using the inverse of the node's global transformation matrices.
Here's a simplified version of ...
1
vote
1
answer
267
views
Can I have a scene graph translation node with multiple parent nodes?
I am trying to write a C++ scene graph structure. While designing the node classes I am facing the below issue.
I have a scene graph to represent a house.
I would like to have another house next to ...
0
votes
1
answer
193
views
Determine view-matrix with camera placed in a scene graph
My scene is organized with a simple scene graph where the child multiplies its transformation with the one of the parent.
For normal objects, likes meshes, this works as expected, but I also want to ...
1
vote
1
answer
214
views
How to use nodes in scene graph for game logic
I am working on a 3D 2048-game using Java with LWJGL to gain some 3D math and OpenGL experience. I built a small scene-graph (GroupNode and Box). My problem is that the tree structure of my scene-...
1
vote
0
answers
27
views
SceneNode transform and Eye and Center position
I am learning some inner workings of game engine development and have come across this confusion. To explain what I am trying to do, I want to start with an example:
Let's say that I have an object (...
0
votes
1
answer
388
views
Scene components and renderer
I'm currently writing a very small game engine for learning purposes, and hit a block when trying to separate the engine's logic from the "rendering" module.
My current approach is to feed my ...
1
vote
1
answer
1k
views
How do I rotate an object around another object with an angle and an offset?
I made a small game engine with a hierarchy, but have a with problem with applying transform down the hierarchy. I have an object with a parent, and I want the child to rotate around the parent with ...
12
votes
3
answers
3k
views
How can I visually see changes made to a scene since the last git commit
I'd like to see the changes made in a scene (.unity file) before I commit them to git.
I have looked into several GIT/Unity solutions but all of them are made for merging changes and not for showing ...
2
votes
0
answers
3k
views
webgl draw call batching and optimizations
I'm working mostly with three.js and webgl, i have some experience with unity.
I don't consider three.js a game engine, more of a "rendering library" - something that takes care of the GL ...
1
vote
2
answers
559
views
Scene with Node graph thread safe, with important efficeny
I will try to be as explicit as I can, and I apologize for my grammar...
I am working on a game engine (specifically on the Render part) and I am facing some conception choice that will involve a lot ...
2
votes
1
answer
783
views
SceneGraph in Entity Component System, Transformations
I'm recently learning entity component systems, and started implementing it into my test engine, however I'm having an issue integrating this with scene-graph, which I'm trying for the first time.
...
4
votes
1
answer
1k
views
Should a transform class store a matrix or seperate position/rotation/scale values?
I'm creating a transform class to make storing the transform of individual objects in a scene easier, but I'm unsure on how to do it.
I could create one like this:
...
0
votes
1
answer
92
views
Code vs. Configuration in Unity [closed]
I know a thing or two about Unity at this point, but I've still lots of subjective, best practice questions, Such as:
How do you decide what values are obtained via Start/Awake initialization, and ...
0
votes
1
answer
139
views
Scene node system [closed]
I read Real-Time Rendering and the author explains that scene graphs can be used to propagate "materials" and light sources down the hierarchy, that's cool but it really ends right there. There's no ...
3
votes
2
answers
1k
views
Everything is a Scene Node?
My perception of scene nodes is that they are just containers for Mesh objects with transformations.
After viewing some open sources graphics APIs (e.g Irrlicht), I noticed they call many not-to-be-...
2
votes
0
answers
473
views
How to create a forest game scene in unity3d?
I am pretty new to game development. I have started using unity3d.
I have created simple games for which I have used plane (3d gameObject). Now, I want to move a step forward I want to create a ...
2
votes
2
answers
3k
views
Cumulative transformation matrices for hierarchical object transformations
I'm having a small issue with my design for hierarchical 3D objects. I'll try to sum things up concisely. Every object has a vector3 for its position, scale, and rotation, as well as a std::vector of ...
1
vote
1
answer
964
views
Scene Graph: Does anybody have a real world example?
I'm trying to wrap my head around how scene graphs work, and how to apply that to my game, in the context of all my game objects, including assets, cameras, units, shaders, etc.
All I can find are ...
3
votes
0
answers
420
views
World scene graph questions [closed]
I am going through the process of rethinking my current game engine's design. And I'd like to ask about some information from other's experiences about scene graph. Before we begin, this graph is in ...
10
votes
1
answer
799
views
How to cache resources in my homebrew rendering system
Background:
I am designing a simple 3D render system for an entity component system type architecture using C++ and OpenGL. The system consists of a renderer and a scene graph. When I finish the ...
2
votes
0
answers
296
views
server/client architecture, how to combine physics data, scene graph and database over the network?
I'm writting a C++ server and a C++ client for a rpg game.
The client is using OpenSceneGraph for rendering the 3D. RakNet is used for communication between the client and server.
At this time, the ...
1
vote
2
answers
524
views
Updating children nodes in a game engine
I am writing my own small game engine (thin layer based on SDL2) in C++. My base class is Node (contains information on an entity's position, scale, rotation, etc.), And I've got two special ...
2
votes
2
answers
364
views
SceneGraph understanding
So far i can understand that it is a tree data structure consisting of multiple nodes.
If i draw an entity in world without any scenegraph, e.g. I have an object "Aircraft" which inherit from ...
3
votes
1
answer
171
views
Planar scene graph
Suppose there are many line segments on a plane (2D scene) and I would like to redraw only small portion ("window") of the whole scene. The scene is dynamic, meaning one can add/remove/transform lines....
1
vote
2
answers
352
views
Organizing scene graph nodes that have multiple parents
I am trying to understand how, from an abstract sense, scene graphs should be organized.
Say that in a game, there is a scene where the user is inside a house. The house has four walls, and on one ...
1
vote
1
answer
353
views
Understanding Scene Graphs and Graph Edges
So I'm trying to getting to grips with using Scene graphs and nodes in my code (game coding in C++) and I think I understand the basics of them and how they are used (and I can definitely see the ...
4
votes
1
answer
516
views
Scene2d Stage Actor setup issues
I am creating a game using libgdx.
In the same each level has a class. I have stage as a member variable of the class. To this stage, I add actors.
Inside the levels class, I have attaced the input ...
3
votes
2
answers
3k
views
How should I organize my Unity scene graph?
In programming, we have coding conventions — self-enforced rules to help maintain order. Does such a convention or consensus exist on how to lay out scenes in Unity?
I've seen two styles of ...
0
votes
1
answer
204
views
View frustrum culling
I have a model structured like this:
1. Root model
1.1.Child model 1
1.2 Child model 2
1.3 Child model 3
1.4 .....
The model in question ...
0
votes
2
answers
3k
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, ...
0
votes
1
answer
130
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 ...
4
votes
1
answer
558
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 ...
5
votes
1
answer
7k
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 all....
1
vote
1
answer
762
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 ...
1
vote
1
answer
3k
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 ...
3
votes
1
answer
1k
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:
...
2
votes
3
answers
3k
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 ...
10
votes
1
answer
4k
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 ...
7
votes
3
answers
4k
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 ...
1
vote
0
answers
314
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 ...
6
votes
2
answers
847
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 ...
1
vote
0
answers
321
views
OpenWorld SceneGraph management and optimization [closed]
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:
...
2
votes
1
answer
1k
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 ...