I currently need to decide what type of scene will my game need.
a/ A root and only one level of children.
b/ Not only the root but all objects can have children
What is making my decision harder is that I don't know what the physics engine will do.(I guess bullet physics)
If I didn't have physics -> I've got bus and a character. Bus is parent of character -> character's matrix is being multiplied by its parent to find where I should draw it.(and where should the logic process it)
I don't know how physics handle these stuff. I don't know can there be any connections like this(I've been playing with unity3d. I know just the most basic stuff about physic's objects)
For the design itself I'm following ( http://software.intel.com/sites/default/files/m/d/4/1/d/8/Designing_a_Parallel_Game_Engine.pdf )
I have an universal scene. I create the bus and character there like I said above. How should I recreate this in the physics system's scene?
Should it be flat? Do I need some connection between a parent and a child(like the transform multiplication like I said above)?
Note: I don't need really advanced physics simulations, just rigid body and collision.
So...how would you do this?