Tagged Questions

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

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2
votes
3answers
310 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
votes
1answer
86 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. ...
1
vote
1answer
193 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 ...
0
votes
2answers
154 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
159 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 ...
2
votes
1answer
141 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 ...
0
votes
0answers
178 views

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

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 ...
2
votes
2answers
346 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 ...
18
votes
7answers
1k 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: ...
2
votes
3answers
389 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
votes
1answer
803 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
vote
1answer
313 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
votes
1answer
252 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 ...
4
votes
1answer
486 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 ...
3
votes
2answers
253 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. ...
4
votes
2answers
854 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 ...
8
votes
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 ...
6
votes
3answers
746 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
votes
2answers
716 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 ...
1
vote
1answer
388 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.
2
votes
1answer
981 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
votes
3answers
778 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: ...
5
votes
1answer
643 views

Scene graph classification

Scene graph is a popular method to organize game objects and UI. Scene graphs can be handy when you go totally data-driven. Wiki says: The scene graph is a structure that arranges the logical and ...
9
votes
1answer
1k 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 ...
5
votes
4answers
839 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 ...
6
votes
1answer
755 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
votes
3answers
469 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 ...
3
votes
2answers
775 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 ...