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Scene representations in game engines tend to follow the use case so there tend to be several generated from the same scene description. Generally because one r
by meheleventyone 10y ago
Scene representations in game engines tend to follow the use case so there tend to be several generated from the same scene description. Generally because one representation that is useful for organising a scene isn't great for spatial queries. Likewise we need a representation that can be fed efficiently to graphics hardware. Or the use of voxels for simulation. My rambling description aside my point is that there isn't likely to be one working representation.
For WebVR hopefully we can steer a good path between that which should be represented in an HTML/DOM context and that which should be represented elsewhere. For example glTF looks quite promising both as a runtime format for models and for scenes.