Introduction
A graphics engine is not complete without some sort of way to manage its data. For some engine's needs a simple list of objects in the world with frustum culling is enough. But for modern game engines this will just not suffice in most cases. This is why a scene graph is needed. Through this article I will explain the theory behind a scene graph then dig deep into the workings of this device. Although this technique can be used in any language you like, I chose to write this article with C++; because I like C++. Even …
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Understanding and Implementing Scene Graphs
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