When designing a scene graph, can you go into details the designing process of a scene graph in an engine development context. Such as what is discussed on what scene nodes represent, and what would this look like in a visual detailing?Addition to the descriptive detailing I am asking above. What would be a few examples (pseudo-code specifically) on how could scene graphs be implemented, such as showing the various ways of querying scene nodes into a scene graph?Another question that I am curious and need help getting a perspective on, is some engines I have seen been developed have editor nodes to handle various things, and would like to know what would the context of these be? Where these nodes, represent the NodeGraph editor. I would like some great insight on the how I would design a scene graph, both fundamentally and working in developing one in an engine development flow.
When designing a scene graph, can you go into details the designing process of a scene graph in an engine development context. Such as what is discussed on what scene nodes represent, and what would this look like in a visual detailing?
Addition to the descriptive detailing I am asking above. What would be a few examples (pseudo-code specifically) on how could scene graphs be implemented, such as showing the various ways of querying scene nodes into a scene graph?
Another question that I am curious and need help getting a perspective on, is some engines I have seen been developed have editor nodes to handle various things, and would like to know what would the context of these be? Where these nodes, represent the NodeGraph editor. I would like some great insight on the how I would design a scene graph, both fundamentally and working in developing one in an engine development flow.
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