quote:Original post by klajntib
In reply to Sander:
Ooops.. I seem to have missed Sanders last reply completely.. must get more sleep.
Yes you should, since you got my name wrong too
quote:What you are proposing is cool, but it kind of breakes the concept of a scenegraph, if my idea of it correct. Or I could be completely wrong
Not really - I was thinking that in the absence of any other kind of ''logical'' hierarchy, grouping by ''object type'' would be a good alternative in order to avoid having a wide, flat tree. Since objects of the same type aren''t necessarily spatially coherent, you could then break them up with some kind of spatial tree in order to make culling them all easier. However, I''m not so sure that that''s the best way to go now.
quote:Root|-ships |-carrier |-smaller ship|-turrets |-turrets (10x)|-planes.. etc
Is this how you imagined it?
Not quite, as I said above I was thinking of hierarchy-by-type being useful in the absence of any other logical hierarchy, in order to avoid a scenegraph that''s stupidly wide and only a couple of levels deep.
Root|-ships |-carrier |-turrets (10x) |-planes |-smaller ship |-turrets.. etc
While this might work pretty well for static objects, I''m not so sure about the dynamic ones now. After all, should the planes be chidren of the carrier, children of the inevitable ''planes'' node, or both, or what?
In fact, I think with a bit of thought, you can probably find logical categories for these things, or at least, logical categories should develop as the game goes on. So you might end up with something like this:
Root|-fleet |-convoy |-carrier |-turrets (10x) |-air squadron |-planes |-smaller ship |-turrets |-submarines|-air squadron |-planesetc.