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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)How to handle models if not using a scene graph?
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tague
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« on: May 02, 2021, 07:57:53 PM »

So, I've seen a lot of debate online about whether scene graphs are some sort of hellish monster you should tear out of your engine or perfectly fine, and I'm a little confused about how you can not use one - as a general standard, don't many 3D assets used in games consist of multiple parented meshes w/ different materials? Wouldn't handling that kind of asset require some sort of scene graph, even if you're just keeping a graph per renderable component / "model" instead of one for the entire game and all entities?
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Schrompf
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« Reply #1 on: May 02, 2021, 10:11:54 PM »

Today's hot shit, as far as people even write a renderer themself anymore, is an Entity Component System. In this, the stuff to draw is a simple array. From my personal experience, this is almost always enough. There are some parent/child relations, but they're rare and thus better modeled via separate code that you can employ where necessary.
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tague
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« Reply #2 on: May 03, 2021, 03:35:00 AM »

I have been working with an ECS, I'm more so concerned about the model layer - for example, a "Player" entity might have a character model which consists of some main "body" mes, and one or more other meshes parented to it such as clothing, accessories, the eyeballs, etc.
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