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#Actualuglybdavis

Posted 22 January 2013 - 02:46 PM

@Burnt_fyr, I see what you mean. Guess ill try going down that road.

@supervga, I wish I was using a scenegraph at this point. I decided i want to try something fancier. The game has a simple array of game objects it loops trough for updates. Each object has a transform that has a parent, which makes up my "scene graph". After all the game objects are updated they recalculate their world position, resolve any collisions and are then rendered.
Rendering is done trough a render component, when one is attached to an object it registers with the render manager. After collisions are resolved, the camera determines which objects in render manager are visible. Each visible object gets its mesh data and world matrix passed to opengl to be rendered.

Is this design too convoluted? What might be a better way to manage these entities and still not be dependant on a scene graph when updating an object?

#1uglybdavis

Posted 22 January 2013 - 02:42 PM

@Burnt_fyr, I see what you mean. Guess ill try going down that road.

@supervga, I wish I was using a scenegraph at this point. I decided i want to try something fancier. The game has a simple array of game objects it loops trough for updates. Each object has a transform that has a parent, which makes up my "scene graph". After all the game objects are updated they recalculate their world position, resolve any collisions and are then rendered.
Rendering is done trough a render conponent, when one is attached to an object it registers with the render manager. After collisions are resopved, the cameradetermines which objects in render manager are visible. Each visible object gets its mesh data and world matrix passed to opengl to be rendered.

Is this esign t

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