Scene Management

Started by
2 comments, last by dontKnowWhatToPick 15 years, 8 months ago
Hi everyone, my first post here and I have a few questions :) Im very interested in racing games and I was wondering how would you go about managing your scenes in such games? For example, what kind of data structures are more suitable for this kind of games? Octrees? BSP? etc. I would like to start a racing related project but first I would like to understand better this whole scene management aspect. Some light into this is very welcome :) Thanks.
Advertisement
You need to differentiate. Scene management is how you structure object in your scene. But Octrees, quadtrees and BSPs are algorithms to structure the data in the renderer, in order to minimize the visibility culling.

For managing the scene, I would advice to use a scenegraph. Those graphs represent the logical connection between objects in the scene. If you use google, you'll find alot of topics about this :)
Hi,

I've not very much experience with racing games in particular, but i'll just give my opinion.

I think it is more commen to use an octree/quadtree instead of a bsp tree, as bsp trees are more usefull indoors. So if you want to make a racing game in which you race through citys and open country sides etc. you probably need to go for the octee.

I reasently read this article from NVidia on occlusion culling. The example they built lookt very much like a racing game, so it might be of use if you plan on using occlusion culling.

http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter06.html

succes,

Dietger
SiS-Shadowman:
Thanks, things look a bit more clear now.

dietepiet:
Thank you for the link.

This topic is closed to new replies.

Advertisement