Third game made: TBD

Scene and Object Management

For the most part, scene management is done via a scene graph. I've implemented one that maintains the spatial relationship among geometries. The hierarchical transformation and culling works out pretty nicely.

I'd also like to add a BSP tree to it as well. I have implemented a BSP tree already but some work has to be done to fit it into the scene management scheme. This is what I'd like to do. With the scene graph managing relationships among dynamic as well as static objects. The BSP tree would only maintain static objects such as walls, and the BSP nodes would reference into nodes of the scene graph. When computing the PVS, the BSP will be traversed and all the geometries that aren't visible will be marked thereby marking the nodes in the scenegraph as invisible as well. Then, during the scene cull pass, all nodes that are marked invisible can be ignored.

 

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