On Transcending the Scene Graph
Monday, June 14th, 2010 
I’ve been having a number of refactoring conversations with my friend and colleague, Rob. The scene graph had become a mess, and integrating with third party physics, 3D sound, and other systems was beginning to expose redundancies in our code.
After a lot of discussion and some influence from the recent surge of articles on Data-Oriented Design, we found some interesting ways to re-think the scene. One of last week’s big examples had to due with transforms. As a standard, many objects are thought of as having world and local transform data. This way the spacial hierarchy suggested by your node relationships is respected when it’s time to draw. This just makes sense….
Game Development Conversations