I'm trying to create my own 3D engine, but I have some problems with implementing scene graph. I want to achieve this:
Assume that our character is on the ship. He doesn't move relative to the ship, but he moves relative to world(where ship go, he go too). Not only he, but everything what is on the board.
I'm using actor component system and I'm storing WorldMatrix inside transform component(But I have idea to store scene node directly to the actor, as a component, is this a bad idea?)
I have created scene graph based on GCC one(but it doesn't work in deeper hierarchy what is what I want to achieve).
My second question is:
that I should separate rendering from scene graph(I'm reading GCC and they used scene graph as rendering system).
But if I do it, is then scene graph unnecessary?
Edited by Xperience, 22 June 2014 - 08:31 AM.