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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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Brief I have spent probably the last year thinking about implementing an Octree data structure into my C++ game engine project for scene management and frustum culling of lights and meshes. Right now ...
Sharpie's user avatar
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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 (...
J Bloom's user avatar
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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 ...
Candleout's user avatar
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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: ...
Daniel Marques's user avatar
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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 ...
FoxCanFly's user avatar
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1 answer
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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 ...
Jimmie Johnsson's user avatar
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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 ...
Dan Prince's user avatar
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1 answer
352 views

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 ...
Abhishek's user avatar
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1 answer
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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 ...
Alexander Weinrauch's user avatar
1 vote
1 answer
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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-...
dcast's user avatar
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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 (...
Gasim's user avatar
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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 ...
scenearchitectureguest's user avatar
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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 ...
One Tab's user avatar
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3 answers
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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 ...
lilotop's user avatar
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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 ...
Dusan Bosnjak 'pailhead''s user avatar
1 vote
2 answers
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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 ...
Quentin Huot-Marchand's user avatar
2 votes
1 answer
915 views

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. ...
Sri Harsha Chilakapati's user avatar
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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: ...
user112513312's user avatar
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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 ...
greenland's user avatar
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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 ...
McLovin's user avatar
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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-...
McLovin's user avatar
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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 ...
Ajay Narain Mathur's user avatar
2 votes
2 answers
3k views

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 ...
nicholaschiasson's user avatar
1 vote
1 answer
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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 ...
Mark's user avatar
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3 votes
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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 ...
moonshineTheleocat's user avatar
10 votes
1 answer
871 views

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 ...
Sean's user avatar
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2 votes
0 answers
338 views

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 ...
The Unholy Metal Machine's user avatar
1 vote
2 answers
583 views

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 ...
amyinorbit's user avatar
2 votes
2 answers
446 views

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 ...
Nuno Barão's user avatar
3 votes
1 answer
215 views

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....
Ecir Hana's user avatar
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1 vote
2 answers
423 views

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 ...
Zac's user avatar
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1 vote
1 answer
417 views

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 ...
unknownSPY's user avatar
4 votes
1 answer
564 views

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 ...
rrd's user avatar
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3 votes
2 answers
3k views

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 ...
Ansis Māliņš's user avatar
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1 answer
238 views

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 ...
KaiserJohaan's user avatar
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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, ...
BungleBonce's user avatar
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1 answer
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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 ...
cubrman's user avatar
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4 votes
1 answer
627 views

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 ...
user2591935's user avatar
5 votes
1 answer
9k views

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....
Zack Brown's user avatar
1 vote
1 answer
852 views

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 ...
Maik Klein's user avatar
1 vote
1 answer
3k views

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 ...
Huhwha's user avatar
  • 155
3 votes
1 answer
1k views

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: ...
3mpty's user avatar
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2 votes
3 answers
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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 ...
fakhir's user avatar
  • 409
10 votes
1 answer
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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 ...
fakhir's user avatar
  • 409
7 votes
3 answers
4k views

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 ...
Kristian Skarseth's user avatar
1 vote
0 answers
340 views

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 ...
Zev's user avatar
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6 votes
2 answers
909 views

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 ...
Feone's user avatar
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1 vote
0 answers
348 views

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: ...
Danicco's user avatar
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2 votes
1 answer
1k views

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 ...
Huhwha's user avatar
  • 155
24 votes
1 answer
13k views

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 ...
Cody Smith's user avatar