Thursday, July 31, 2025

structure – Necessity of node-graph-based rendering in easy sport engine

I am engaged on a C++ sport engine for my very own initiatives. It is divided into two components: one which handles fundamental performance like logging, cross-platform abstractions, filesystem utilities, and so forth., and one other which is used particularly as a sport growth library. The sport growth (“core”) library is designed for use like this:

  • Create a category which extends bwGame
  • Create a primary perform that creates an occasion of this sport (which from this level on behaves like a singleton) after which name run on it
  • Override the init perform of the sport class
    • Create a bwStage or an occasion of a category which extends bwStagethen set it as the sport’s present stage utilizing the enterStage methodology
    • Create a bwCamera (a sort of bwActor), spawn it on the stage, then set it as the present digital camera by means of the bwRenderer pointer saved within the sport singleton
    • Create the entire wanted actors, set their properties, then spawn them on the bwStage (a few of these actors could come from degree information and be robotically spawned upon getting into the stage)
  • Set the sport state to a bwGameState-type object, which handles logic for various components of the sport

Loads of that is topic to vary, however that is the final thought.

Internally, bwGame-type objects are singletons, which preserve tips to the render supervisor (bwRenderer), the present sport state (bwGameState), and the present stage bwStage. The bwRenderer incorporates the basis node of a bwSceneGraph (which is itself inherits from bwGraphNode), a easy graph-like construction that does not assist reparenting logic, discovering particular youngsters/ancestors/descendants, or something like that, because the expectation is that the scene graph shall be constructed as soon as and by no means modified till it’s deleted and a brand new one is constructed. On the sport logic aspect, nonetheless, bwStages preserve an inventory of bwActors, which don’t have mother and father and youngsters as a result of that sort of construction is not crucial for many sport logic.

The principle query right here, although, is whether or not or not I ought to preserve a separate scene graph particularly for rendering, or I ought to simply combine graphics-related metadata and information buildings into the bwStage and bwActors, like having some actors prolong a Drawable class or interface and having them present their very own drawing data like meshes and supplies, possibly even having a Drawable object separate from the actor however referenced by it, and having totally featured parenting and scene tree assist in bwStage. This can be a very troublesome query for me to reply contemplating the design of my mission, so I want some assist figuring it out given my circumstances.

Related Articles

LEAVE A REPLY

Please enter your comment!
Please enter your name here

Latest Articles