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Questions tagged [scene-graph]

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

1 vote
1 answer
247 views

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
  • 51
2 votes
2 answers
3k views

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
  • 23
0 votes
0 answers
3k views

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
  • 101
0 votes
1 answer
539 views

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
-1 votes
1 answer
209 views

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
0 votes
1 answer
259 views

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
0 votes
1 answer
321 views

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
1 vote
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
0 votes
1 answer
279 views

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
265 views

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
  • 11
1 vote
0 answers
34 views

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
  • 199
0 votes
1 answer
726 views

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
1 vote
1 answer
2k views

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
  • 21
15 votes
3 answers
4k views

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
  • 624
2 votes
0 answers
3k views

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

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