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Game Structure.

Started by skillfreak Mar 10, 2003 at 5:13 PM 0 replies 350+ views
Original Post
skillfreak
skillfreak
My major question here is about the scene manager. I''m wondering what it should do and how it should be handled. ogre.sourceforge.net says that it handles all the visible polys, etc, and so on The paper on gamedev here has more of a car and wheels mentality. I''m trying to figure where the two ideas meet? ( scene->Attach( Camera ) ) ( scene->Attach( Model ) ) I think i may simply be confusing two different ideas together just because they have the same name. If not, I''m not sure how to set this up. Whenever i think of a scenemngr i think of ->AttachChild(*p) However, I don''t know how extending something into QuadTreeLevel would help me at all? Why not keep them seperate. I do want the scenemanager to handle all the objects in the game tho. For instance, if i say something like HandleObject( MODEL_OBJ, Object *p ); It will take care of rendering it when needed and running scripts, Think( elapsed time ), etc. Here is how I''m visualizing it now: Engine -SceneManager +HandleObject( Object ); -GraphicsManager -InputManager -CameraManager -ScriptManager +LoadScripts(); -QuadTreeLevel : SceneManager +Load(); +Partition(); +Render( Vector camPos ); -ResourceMngr() +LoadSources(); +GetTexture( "wall" ); +GetModel(); -Model +Lod( distance ); +AttachScript( Script s ); -MD3Model : Model +Load(); +Render(); --- If i''m unclear about anything, let me know. +) thx Any help is appreciated. Andy
Zenko
Zenko
If you know C++,then I think it may be as well to you make a virtual hierarchy class and it inheritances to your object class.

Thanks.
Zenko

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