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> people realised that putting everything into a single giant scene graph isn't a good idea (so at least since the very early 2000's). Why?
by Mayzie 10y ago
> people realised that putting everything into a single giant scene graph isn't a good idea (so at least since the very early 2000's).
Why?
- flohofwoe 10y agoGo to Tom Forsyth's blog here: https://tomforsyth1000.github.io/blog.wiki.html https://tomforsyth1000.github.io/blog.wiki.html and find the "Scene Graphs - just say no" post (I failed at providing a direct link, apologies).
- detaro 10y agodirect link: https://tomforsyth1000.github.io/blog.wiki.html#%5B%5BScene%20Graphs%20-%20just%20say%20no%5D%5D https://tomforsyth1000.github.io/blog.wiki.html#%5B%5BScene%...
- theprotocol 10y agoA high-level intuitive, if simplistic answer, would be that you want to do batching based on type, and a monolithic scene graph does not arrange things by type; nor is it in general a valuable abstraction for rendering graphics, which are ultimately highly non-hierarchical and undermined by the constant need for sophisticated traversal logic.