Original Post
Hi there! Before you start telling me to google or read the (quite nice) scene graph resources thread sticky in this forum, please read my post. After that I´d be happy to receive any hint / answer you like ;) Okay, to the point: I am wondering about something: I want to do 3D jump´n run thingie with a 2D old-school gameplay (perhaps with some enhancements) and have thought of some things so far. In fact most of the problems I had I think I´ve solved at least theoretically by now. But: I´ve decided to use a quadtree / octree for culling the static part of the map (background geometry and so on). Furthermore I thought about using a scene graph for visibility determination of dynamic objects, after I´ve read some of Eberly´s "3D Game Engine Architecture" chapter about scene graphs. If I understood that chapter correctly, the scene graph contains bounding volumes for every node, each bounding volume completely containing the bounding volumes of its children, therefore constructing some sort of spatial hierarchy. Fine thing that is! One problem though: How would I go about inserting an object into a scene graph like this without reverting the scene graph from a tree to a mere list? Would I have to do that manually? I surely don´t hope so, there has to be some clever algorithm for that. So, in fact I´m asking how to build a scene graph that represents a spatial hierarchy and transforms out of a bunch of dynamic objects randomly spread around the void?