I think we might mean different things by "scene graph". I definately
believe in things like quadtrees, hierarchial bounding volumes, PVS systems,
sector maps, portals, etc. But those are "just"
visbility/collision/navigation graphs (and usually a different one for each
role).
In my mind having a "scene graph" implies that you are putting everything
such as meshes, render states, transform matrices, textures, etc, into one
big unified hierarchial graph. And IMHO that's overkill and doesn't win you
much. But we've had this semi-religious discussion before, so let's not go
into that. :-)
However, apologies if I'm mis-using the term "scene-graph". As you can tell
I have found the concepts unappealing and unnecessary, so I haven't actually
looked into the details very much.
Tom Forsyth - Muckyfoot bloke.
What's he up to now (and in the past)?
http://www.muckyfoot.com/startopia/camgal.html
> -----Original Message-----
> From: Corrinne Yu [mailto:corrinney@...]
> Sent: 25 April 2001 20:22
> To: gdalgorithms-list@...
> Subject: Re: [Algorithms] visibility culling for moving objects
>
>
> Tom,
>
> -- I don't use scene graphs either, but David Z. wrote in his
> question that
> he is already using scene graph or quad tree or oct tree already.
> -- Tom., the "concept" of precomputed nodes (in the case of
> quads and octs
> are axial aligned boxes), and inserting and deleting dynamic
> objects, is:
> -- 1. applicable to quad and octrees
> -- 2. very popularly used, and usually works fine enough
>
> Corrinne Yu
>
>
> ----- Original Message -----
> From: "Tom Forsyth" <tomf@...>
> To: <gdalgorithms-list@...>
> Sent: Wednesday, April 25, 2001 1:47 PM
> Subject: RE: [Algorithms] visibility culling for moving objects
>
>
> > IMHO, very few people use scene graphs. Very overrated.
> >
> > For boring old frustum culling, quad/octrees and so on work
> just fine.
> >
> > For fairly constrained worlds, portals and PVS works well.
> >
> > Didn't we just have this discussion, but w.r.t to collision?
> >
> >
> > Tom Forsyth - Muckyfoot bloke.
> >
> > What's he up to now (and in the past)?
> > http://www.muckyfoot.com/startopia/camgal.html
> >
> >
> > > -----Original Message-----
> > > From: David Zaadstra [mailto:mythomania@...]
> > > Sent: 25 April 2001 19:01
> > > To: gdalgorithms-list@...
> > > Subject: Re: [Algorithms] visibility culling for moving objects
> > >
> > >
> > > yeah, that sounds sensible ;-)
> > > any other methods? i dont believe that _everyone_ uses scene
> > > graphs....
> > >
> > > ----- Original Message -----
> > > From: "Corrinne Yu" <corrinney@...>
> > > To: <gdalgorithms-list@...>
> > > Sent: Wednesday, April 25, 2001 8:06 PM
> > > Subject: Re: [Algorithms] visibility culling for moving objects
> > >
> > >
> > > > Turn your precomputed scene graph trees into spatial nodes.
> > > > Insert and delete moving objects to the node, not to the
> > > branch. As in if
> > > > objects move a lot, they themselves should not become a
> > > bisecting plane or
> > > > sorting criteria of other static and dynamic geometry. Or
> > > your graph or
> > > tree
> > > > would change very often.
> > > >
> > > > Moving objects from node to node is not such a big deal, if
> > > traversal of
> > > > your tree is pretty fast.
> > > >
> > > > Corrinne Yu
> > > >
> > > > ----- Original Message -----
> > > > From: "David Zaadstra" <mythomania@...>
> > > > To: <gdalgorithms-list@...>
> > > > Sent: Wednesday, April 25, 2001 12:03 PM
> > > > Subject: [Algorithms] visibility culling for moving objects
> > > >
> > > >
> > > > > this is just a general question and maybe it has been
> > > answered before,
> > > but
> > > > i
> > > > > havent read anything in the past months so im asking now.
> > > what is the
> > > best
> > > > > way to do culling on moving objects like players or
> monsters or
> > > whatever?
> > > > i
> > > > > know several possibilities for static geometry like
> > > quadtrees, octrees,
> > > > > scene graphs etc. but can i use those efficiently for
> > > moving objects? i
> > > > > would always have to update the trees and that doesnt
> > > look good for
> > > me...
> > > > > so how is it done normally? just test _all_ the single
> > > objects by their
> > > > > bounding boxes/spheres? might not be so bad when i have
> > > only 50 moving
> > > > > objects in my game...? but what other approaches to the
> > > problem are
> > > there?
> > > > >
> > > > > thanx in advance
> > > > >
> > > > >
> > > > > _______________________________________________
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> > > > > GDAlgorithms-list@...
> > > > > http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list
> > > > >
> > > >
> > > >
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> > > >
> > >
> > >
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