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Graphics / Re: Scene graph (transformation tree) with SFML
« on: October 17, 2013, 12:39:22 am »
This is exactly how it is done now in the render tree (with a sorted std::vector<std::unique_ptr<RenderNode>>). I could have done the sorting in the scene tree (which is nor more) as well or even in the transformation tree, but as I'm striving for separation of concerns this would have been a step backwards.
Now the transformations and drawables (or any other kind of objects that can be attached to transformation nodes) are clearly separated. The transformation tree isn't even aware of any attachable objects. I like this approach pretty much and I'm happy that I finally got a solution.
Now I can finally start making my Pong clone.
j/k
Now the transformations and drawables (or any other kind of objects that can be attached to transformation nodes) are clearly separated. The transformation tree isn't even aware of any attachable objects. I like this approach pretty much and I'm happy that I finally got a solution.
Now I can finally start making my Pong clone.
j/k