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Questions tagged [scene-graph]

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

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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 ...
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1 answer
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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: ...
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-1 votes
1 answer
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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 ...
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1 answer
144 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 ...
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1 answer
147 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 ...
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1 vote
1 answer
212 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 ...
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1 answer
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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 ...
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1 vote
1 answer
208 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-...
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1 vote
0 answers
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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 (...
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1 answer
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Camera rotation is weird when it's a child of another object

I implemented scene graph hierarchy into my 3D game engine, and there seems to be a problem with the camera's rotation when it is a child of another object. It only happens with the camera, not any ...
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0 votes
1 answer
201 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 ...
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1 vote
1 answer
938 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 ...
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12 votes
2 answers
2k 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 ...
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  • 574
2 votes
0 answers
2k 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 ...
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1 vote
2 answers
497 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 ...
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2 votes
1 answer
611 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. ...
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3 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: ...
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1 answer
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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 ...
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1 answer
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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 ...
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3 votes
2 answers
910 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-...
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  • 451
2 votes
0 answers
470 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 ...
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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 ...
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1 vote
1 answer
938 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 ...
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3 votes
0 answers
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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 ...
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10 votes
1 answer
754 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 ...
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  • 101
2 votes
0 answers
276 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 ...
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1 vote
2 answers
515 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 ...
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2 votes
2 answers
325 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 ...
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3 votes
1 answer
165 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....
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1 vote
2 answers
308 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 ...
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1 vote
1 answer
312 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 ...
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4 votes
1 answer
497 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 ...
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3 votes
2 answers
2k 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 ...
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1 answer
186 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 ...
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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, ...
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0 votes
1 answer
125 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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4 votes
1 answer
499 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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5 votes
1 answer
6k 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....
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1 vote
1 answer
729 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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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 ...
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  • 155
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: ...
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  • 151
2 votes
3 answers
2k 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 ...
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  • 409
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 ...
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  • 409
7 votes
3 answers
3k 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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1 vote
0 answers
305 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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  • 11
6 votes
2 answers
811 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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1 vote
0 answers
306 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: ...
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  • 307
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 ...
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  • 155
24 votes
1 answer
13k 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 ...
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5 votes
3 answers
4k 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 ...
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