Are there Scene Manager books?

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5 comments, last by CameronCezayirli 12 years, 11 months ago
Hi, I'm looking for a book that broadly and deeply covers various Scene Manager implementations.(BSP, Paging, etc.) However, I can't seem to find any books that specifically cover Scene Manager strategy and implementation details. Which seems odd to me since a lot of efficiency can be won by intelligently writing a good Scene Management tool. All of the game programming books I've read each feature small sections that cover the authors chosen implementation in relative detail and then briefly mention alternative strategies. I would like a book that gave an exhaustive overview of the various strategies used to date, the efficiency concerns and use cases for each, and implementation details, if possible.

Most specifically, I'd like info on paging scene managers and/or managers that can parse multipotent or "overhang" terrain, if anyone knows of some links that cover these topics.(Though I am certainly interested in learning more generally, about scene management)

Any links or pointers are greatly appreciated. Thanks!
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I don't know about books (I guess that there could be a publication out there but it might be hard to find), but you could look into the source code repository of Ogre3D (or Axiom if you prefer C#) in order to see what's going on.
Thanks for the response, but that's not really what I'm looking for. I've seen lots of examples of Scene Managers and I have little problem making a generic one myself. I'm most interested in more complicated setups and why they were designed the way they were. So while I can easily parse what someone else has made, it doesn't really give me the context for applying those techniques to my own designs.

Perhaps this sort of thing just doesn't exist? Maybe because it's too implementation dependent?
Real-Time Collision Detection
by Christer Ericson, Sony Computer Entertainment America

https://www.kbasm.com -- My personal website

https://github.com/wqking/eventpp  eventpp -- C++ library for event dispatcher and callback list

https://github.com/cpgf/cpgf  cpgf library -- free C++ open source library for reflection, serialization, script binding, callbacks, and meta data for OpenGL Box2D, SFML and Irrlicht.

Most specifically, I'd like info on paging scene managers and/or managers that can parse multipotent or "overhang" terrain...


I wrote an article about voxel terain which was published in Game Engine Gems Volume 1. This article has actually been included in the Google Books preview, so you can read it online here: http://books.google.com/books?id=WNfD2u8nIlIC&lpg=PR1&dq=game%20engine%20gems&pg=PA39#v=onepage&q&f=false
I would recommend that you look at http://www.openscenegraph.org/projects/osg
Thank you very much for the responses! I think that's exactly what I was looking for. I actually bought Real Time Collision detection and had yet to crack it open, but now see it does cover the topic fairly well. I just skimmed the volumetric article, but it looks extremely interesting. Shame it seems so hard to find many similar works. And I am very curious now to learn about open scene graph. Thank you all very much. It will take me a while to get through this! Very happy for the long weekend now =)

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