Scene Graph Traversing Techniques

Posted by Bunkai.Satori on Game Development See other posts from Game Development or by Bunkai.Satori
Published on 2011-02-06T13:27:29Z Indexed on 2011/02/06 15:34 UTC
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Scene Graph seems to be the most effective way of representing the game world.

The game world usually tends to be as large as the memory and device can handle. In contrast, the screen of the device captures only a fraction of the Game World/Scene Graph.

Ideally, I wish to process(update and render) only the visible game objects/nodes on per-frame basis. My question therefore is, how to traverse the scene graph so, that I will focus only on the game notes that are in the camera frustum?

  • How to organize data so that I can easily focus only on the scene graph nodes visible to me?
  • What are techniques to minimize scenegraph traversal time?
  • Is there such way as more effective traversal, or do I have to traverse whole scene graph on per-frame basis?

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