Scene Graphs and what not

Published September 04, 2005
Advertisement
It's been a while since my last update as I haven't felt that I made much coding progress in the meantime.

I've been trying to sort out my scene graph and the implementation of a spatial structure such as an octree, kd-tree, quadtree, etc. I haven't quite figured out which one would suit my engine the best.

I'm also having an issue with determining what type of structure to hold my dynamic geometry in. I devised a way to implement them into an octree, but after reading 15 articles on it, I get the impression it is mainly designed for static geometry instead. So then if I seperate my static geometry and my dynamic geometry into two different structures, how do I relate them for collision/ray tracing/etc?

I guess what it boils down to is that I am going to have to implement something and go from there. I've come to terms with the fact that you can read articles/books your entire life but if you never bother to actually implement anything, you won't get anywhere.

Well, for all those who don't bother looking unless there's a screen shot, here ya go:



This is my scene graph in a pretty primitive state. The top block is the root and the other two are children of it. The root is rotating about x, y, and z; the front child has the same rotation applied to it, but is moving faster as it's parent has already been rotated and is also moving side to side via cos. The back child just rotates along with the parent.

Thanks for looking!
Next Entry Late Update
0 likes 1 comments

Comments

choffstein
I read all that text, and all I needed to do was see the picture. Pssh.

Welcome back ;)
September 04, 2005 05:03 PM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Profile
Author
Advertisement
Advertisement