Sign in to follow this  

Another engine design issue

This topic is 3196 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Im currently compiling a list of all classes and their relations. Now I wonder what the advantages and disadvantages regarding the following scenemanagement are. Should I add entities to my scenenodes or just derive the class entity from scenenode ? On the one hand an entity isnt a really node, but these are semantics, on the other hand I dislike the thought not being able to transform my entity itself but rather the node its attached to. I think this complicates matters in an unnecessary way, does it not ? [Edited by - Krasshirsch on March 14, 2009 12:02:20 PM]

Share this post


Link to post
Share on other sites
What you're talking about is one big difference between Ogre and Irrlicht. Ogre has separate classes for scene nodes and entities, where entities simply represent a 3D object and scene nodes are actual objects in the scene, and in order to add a 3D object to the scene you must attach the entity to the scene node. However in Irrlicht a 3D Object IS a scene node - an IMeshSceneNode or IAnimatedMeshSceneNode. IMO Ogre's system is much better--I would do it like that if I were you--however I'd suggest taking a good look at how both do it and see which fits your needs more.

Share this post


Link to post
Share on other sites
Thanks for the quick reply.
I'm aware of the possibilities, but each engine designer must have reasons to implement things a certain way. Since I do not have millenia of game dev experience and those reasons won't be revealed to me by simply going through Ogres API, it would be very helpful to know why one method is superior to the other.

Share this post


Link to post
Share on other sites

This topic is 3196 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this